Wargame combat mechanics - this works?

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8 comments, last by suliman 9 years, 3 months ago

Hi

Im designing a realtime empire-builder, which is also multiplayer (think realtime total war city management with very sijmplified combat).

You manage cities, train units (16 tanks, 200 infantrymen, 10 choppers can be a single unit for example) into armies and move armies on the map.

When armies meet on the map they enter combat:

Combat (battles) goes on in realtime and the world around continues (no pause)

A 10 unit army has 3 "active units" at a time. This means the rest ("the reserve") waits until an active unit dies and then takes its place.

You can add reinforcements to the battle by simply move another army on the map into the battle.

A player can "enter" (take control of) a battle and issue orders, but only which unit moves to the front lines when another is dead. Enemy has tanks active? Send forward your AT guns. Your units is eaten up by enemy choppers? Replace dead units with stingers or AA vehicles. Units will pick suitable targets automatically (those they deal most damage to)

If the battle is NOT controlled the AI will appoint replacements from your reserve randomly, making your army less efficient but not worthless. Early you control a small empire so you can babysit most fights, but later on this will not be possible.

Could this work/ be fun?
Any alternative for such a game, given i want it to be realtime. I could freeze the world for each battle and let the players control every fight but i think that would be slow (you also fight AI factions on the map and there might be more than 2 human players).

Thanks for your input!
Erik

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I'm inclined to recommend simply building a small prototype: leave aside the rest of the game, and just implement combat encounters. Once you have a working prototype, try it out, see how it feels, and post it here for feedback.

Offhand, I'm not sure about having the player's battle-AI assign units randomly--that sounds as though it could be a little annoying. Instead, perhaps give it some basic rules to follow--much like the guidelines that you included in your post (if a unit is lost to tanks, push in an anti-tank unit, etc.).

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well the mechanics are pretty simple so if i add stuff like that it takes away the incentive to control your battles at all i think... Leaving your units to fight their own battle should have a drawback.

But other than how the battles would work, the bigger issue is if it would fit in the larger, empire-side of the game (and letting it run while the world runs), which i cannot really protoype, that would make the whole game. But what's your initial feeling?

well the mechanics are pretty simple so if i add stuff like that it takes away the incentive to control your battles at all i think... Leaving your units to fight their own battle should have a drawback.

That seems to me to only hold if the AI is better than the player, and I'm not convinced that this is the case with so simple an AI as I suggested.

But other than how the battles would work, the bigger issue is if it would fit in the larger, empire-side of the game (and letting it run while the world runs), which i cannot really protoype, that would make the whole game. But what's your initial feeling?

Honestly, I don't really play strategy games, so I don't know how well this mechanic might fit into yours.

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What I hate most at RTS games is you can't micromanage all unlike AI opponent, AI can give five command at five different sides of map while I can respond only one. So a game ( Lords of The Realm III ) that doesn't pause when I am in battle would really annoy me, especially if I see that my heroic victory makes zero sense as AI was busy with taking my base during that fight.

So I'd better pause time during battle if player is involved.

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Yeah but from what it sounds like watching or participating in a battle might be a downside as well. It seems like if you do control battle you end up with lost time building and making more armies. Where if you don't control the battle you lose out on controlling the battle. It seems like from this point that participating in the battles is a huge downside no matter what especially depending on how long the fights are..

I like the idea but I think a simple AI that controls your battles properly for you to an extent would be better. Maybe only allow players watch the fights unfold or even maybe add in a strategic game play element where the players can give commands to their commanding officers. Like setting variables for certain strategies.

You could even maybe add experience to armies that win allowing better AI, and the more battles an army wins the better its AI gets.

Or go full on AI and just allow the players to watch the fights unfold, maybe a mini window in the corner of the game can popup and allow the player to watch the fights happen there.

I'm inclined to recommend simply building a small prototype

^ This is a fantastic idea. It will allow you to test out your ideas quickly and make changes without being worried about whether its going to work or not. Do something simple and easy at start and build from there, you may find that the entire idea doesn't work or that its super fun and shouldn't be changed at all. As said before don't worry about the building part of the game yet until you have solid gameplay mechanics that you know work.

Small iterations to the gameplay are the key to balancing and finding a fun yet challenging game at the same time.

I suspect the three active units rule would be despised from the player's point of view for lack of realism (at the implied fairly large map scale of units being about the size of a battalion, they would surely find some useful place to fight if desired) and more objectively for not giving stronger armies an appropriately large advantage.

Experiment, as suggested by Thaumaturge.

A possible change: drop the "armies" and run battles only between units, which should be large enough to occupy map spaces by themselves. Fighting across map space borders instead of putting multiple units in the same place could be a further simplification.

Multi-unit armies are too large to have a single location, and they muddle up combat and AI. Instead, a finely detailed combat resolution model could give satisfyingly different outcomes depending on the precise composition of enemy forces, making strategy a matter of intercepting enemy units with suitable units and having superior numbers if possible.

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A player can "enter" (take control of) a battle and issue orders
I see a big issue here. Since all battles are realime and time not stops, by taking part in the tactical combat the player loses "focus" on the strategic level (like won't be able to even see another, much more important battle, that has started elsewhere). It's a case when focus on tactical level eats up strategic level (which in a typical situation means a disaster - therefore probalby and mostl likely with exceptions a good player would ignore tactical battles for exachange on keeping a vililiant eye on the strategic sitauation that unfolds).

Anyway, this system consumes "player's attention" in a rapid rate, so I assume it won't be fun (unless the player treats it as arcade).

(note: such game would have much higher requirements on player's attention than even the most arcadish & fast paced RTS)

I would say go for "battle freezes world time" mechanic.

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(note: such game would have much higher requirements on player's attention than even the most arcadish & fast paced RTS)

I'm not convinced of this: by the description, this battle system seems very simple, far more so than most simple real-time strategy games.

But again, I really think that it's a good idea to prototype this and see how it plays before making too many concrete decisions about it.

I would say go for "battle freezes world time" mechanic.

This seems like a good idea--as Acharis mentioned, pausing the strategic level while in combat means that the player doesn't have to worry about what's going on outside of battle. However, it's entirely possible that strategy gamers (as believe that I said, I'm not one myself) will prefer to have that pressure--again, it might be worth prototyping, presuming that the combat prototype proves enjoyable and appropriate to the game.

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good inpput guys. The problem with freezing the world during combat is that i plan to make it multiplayer (its sort of the point) which makes it PRETTY boring for the other players to randomly sit and wait out the game world when someone, somewhere desides to have a fight.

If combat is rather self-governing i think i might work. You can drop in and issue some orders for a "boost" of battle efficiency if the strategic layer is slow at the moment, otherwise you can let battles play out themselves and just watch they for afar.

There is also the option of making the game turn-based and turns dont end until all combat is resolved, but that becomes an entirely different game.)

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