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Rasbelin is offline Rasbelin

Emperor
Tampere (Tammerfors), Finland
Nov 1999
time: 07:23
  Old Post 08-12-2002 15:01 Visit Rasbelin<br><a href=/members><img src=/forums/images/supporter-icon.gif border=0></a><BR>'s homepage!
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Maybe, maybe... I would say that those could well be observation probes with advanced robotics, but I have to point out that the level of reality is abit blured to me, so I can't say a yes or no.

DeathByTheSword is offline DeathByTheSword
King
soon to be a major religion
Nov 2001
time: 05:23
  Old Post 10-12-2002 22:07
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ok now that I know what kind of game most people want...i want to ask what kind of terrestial units will we have?

*ground units
*air units
*naval units

those are the 3 we can choice from....now if in the future air units will be so far evolved then we dont need naval units....if not then we will atleast need carriers and troop transport....maybe make ships multitask ships....but the big question is If we want ships or not....for me it think it is realistic to have ships.....

DeathByTheSword is offline DeathByTheSword
King
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Nov 2001
time: 05:23
  Old Post 10-12-2002 22:10
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@michiel no i am not may i suggest that you look at the game echelon? the BBF airplanes are some what like a suggest...

Blake is offline Blake
King
Brainfallocatione
Oct 2000
time: 17:23
  Old Post 11-12-2002 02:28
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I'm not sure about naval units, generally the only time they would come in handy would be on a world occupied by two (or more) players.

IMHO a better set of unit classes would be:
Land (infantry, tanks etc)
Hover (hovercraft, gravship - most transports fit in this category)
Flyer
Dropship

A hover unit is one that can cross both land and water but cannot actually fly above things and bomb them, so it's limited to roles like weapon platforms, and transports.

A dropship is a spaceship that can also enter the atmosphere, the primary purpose will be delivering ground forces (including flyers) but prehaps they could also hang around and provide some extra firepower (but it could also be a good idea to return to space... as losing the dropships means the ground forces get stranded)

Ships, while still possible (you could deliver small ships in a dropship) would also be quite vunerable, being easy to detect from orbit and easy to destroy, either from orbital weapons or weapons on flyers. The primary role of ships in modern warfare seems to be aircraft carriers, defending aircraft carriers, or transports and the like, it would seem that flying dropships would do both things better.

DeathByTheSword is offline DeathByTheSword
King
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Nov 2001
time: 05:23
  Old Post 11-12-2002 02:39
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yes i tought this would come up and i agree with most of it. but still atmospheric problems can keep flyers on the ground while big ships can stay out in the open without any problem....there some pro`s to ships that no other craft has

Jeremy Buloch is offline Jeremy Buloch
Prince
Apparently on the computer
Jan 2002
time: 21:23
  Old Post 11-12-2002 07:34 Visit Jeremy Buloch's homepage!
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Well in the early game, I was thinking that we could have lots of Naval units which could build naval bases and so on. Also they would be a great benefit to a civilization that is not able to manufacture an aircraft because they have no technology to do so.
Therefore Naval units would be important in the early game and later when the nessecary technology is developed then they can switch to aerial units. Which would provide a much faster means of transport and/or attack. I like the idea of Dropships, Hovercrafts, and so on. It would be good though if we were to use both Air and Water crafts. It would be much more realistic. The Hovercraft would be nice but it too would need to have the nessecary technology.
-J.B.-

Kuciwalker is offline Kuciwalker
Emperor
of Schmooism
Feb 2001
time: 00:23
  Old Post 14-12-2002 07:14
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Repulsorspeeder - later game, generates a repulsorfield (works like in star wars) so can travel over any terrain, light attack unit

Repulsortank - heavy and fast, can travel over any terrain, heavy attack unit

targon is offline targon
Prince
Dolgoprudny, Moscow region
Nov 2002
time: 08:23
  Old Post 17-12-2002 14:02
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BTW, other planets may born completely different kinds of units. Some examples:
Sand "Navy"
Lava hovers
Swamp walkers
Heavy gas Navy
Icefoil

Blake is offline Blake
King
Brainfallocatione
Oct 2000
time: 17:23
  Old Post 17-12-2002 14:54
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mmm good point, and on worlds without an atmosphere, conventional aircraft wont work.

targon is offline targon
Prince
Dolgoprudny, Moscow region
Nov 2002
time: 08:23
  Old Post 17-12-2002 19:58
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OK, and may we use some "unit upgrade" capability, so our good old men-of-war will be kept up to date?

Jeremy Buloch is offline Jeremy Buloch
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Jan 2002
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  Old Post 19-12-2002 02:17 Visit Jeremy Buloch's homepage!
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Targon:
Yes I think so. Blake would have to answer this cause he is the mind in charge of this operation.
-J.B.-

DeathByTheSword is offline DeathByTheSword
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Nov 2001
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  Old Post 19-12-2002 20:35
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if we are going to have different kind of world i might be handy to talk about which kind of world we are going to have....

Blake is offline Blake
King
Brainfallocatione
Oct 2000
time: 17:23
  Old Post 20-12-2002 01:14
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Indeed. I'll make a worlds thread.

Jeremy Buloch is offline Jeremy Buloch
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  Old Post 25-12-2002 07:06 Visit Jeremy Buloch's homepage!
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Task force unit- A Task Force such as "The Delta Force" in USA. This unit would do a variety of Special Operations

Demolition Squad- This unit would go and blow up different enemy buildings such as improvements that were made upon the land. They would do it better than a regular unit.
-J.B.-

Jeremy Buloch is offline Jeremy Buloch
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  Old Post 28-12-2002 14:39 Visit Jeremy Buloch's homepage!
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-Terrorists: A neutral unit that would be roaming the globe destroying things much like mindworms in SMAC. These terrorists would do massive damage to everything.

-J.B.-

Straybow is offline Straybow
Emperor
SG(2)… gone but not forgotten
Jan 1970
time: 23:23
  Old Post 04-01-2003 08:09 Visit Straybow's homepage!
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NOOOOOoooooo! Micromanagement hell awaits you all! Abandon hope, all ye who enter!

I'd like to see a game with truly strategic scale operations. Footsoldiers can march 20-30 km in a day, so on Earth they can reach anywhere on the same continent in months. Wheeled vehicles can move anywhere the roads go in days. Ships can go to the farthest reaches of the seas in weeks. Aircraft can attack almost anywhere on the planet in hours.

The strategic limitations on movement in a year-long turn are entirely determined by supply. If my planes can land and refuel, or refuel in the air, they can go anywhere and return. On the other extreme, if I can get food to my troops they can march anywhere.

I've seen suggestions (not in this thread) that units should have to "get on" a rail system (possibly requiring a Station tile improvement or city improvement), move, "get off" the rail (again maybe needing a Station), then move or attack or whatever. I'd rather finish a turn while I'm still young enough to care. Civ2 rail movement is probably the most micromanagement-free aspect of the game, and the most realistic given the scale of distance and time involved.

I wouldn't want to have to load an infantry unit onto a train or into trucks or planes, move the vehicle x tiles per turn, then unload. I would want to set up a strategic transportation network and use it transparently. I don't even like doing it with ships in Civ/SMAC—it is a "necessary evil."

The concept is called "generalization." When you draw a map you leave off details that don't matter. The time required to load and unload a vehicle is insignificant compared to the length of a game turn. The time required to travel the distance is often insignificant compare to the length of a turn.

The airlift feature is the most abstract example of generalization in Civ2: start in an Airport, choose a destination, *poof*. You see, in this case even the route taken by the transport aircraft isn't critical to the model. A slightly less abstract model is the paradrop feature: activate the unit's paradrop capability, then put the cursor where you want to go.

Civ2 airlift also covers the matter of defense abstractly: if an enemy fighter is based within a certain distance of either the origin or the destination it has a chance to intercept. Unfortunately there is no provision for fighter cover from the origin or destination.

Think about ship transport. How big is one ship? You might fit a whole battalion-sized modern unit on a single ship, but not the multiple units allowed in Civ and SMAC. Certainly not a year's worth of supplies and ammo for that battalion. A transport unit must actually be many ships. Attacking a fleet or network of transports isn't going to be an all-or-nothing proposition. Sinking one ship, or many ships, is going to probabilistically damage the unit(s) carried.

How about amphibious assaults? The assault on Normandy is a classic example. Ordinary army units (not marines) were trained in the field for the job. The boats they used were short range, intended for one trip only. The units that landed on the beach were refreshed with ordinary troops not trained for amphibious service, and so did not keep their amphib status. Can any Civ-like game model those aspects?

For an example of the reverse, look at Germany. They never developed amphib training. They never developed landing craft. They never had the leadership and vision of strategic scale amphib operations. The Wehrmacht lacked amphibious capacity at all levels.

The Nazis invaded Norway by taking lightly defended ports with small paratroop units, then unloading troops in larger numbers on the secured ports. They fell for the decoy army under Patton poised to strike at Calais because they thought the first objective would be capturing a major port intact. They never thought the Allies would be able to build floating docks in situ to supply a sustained offensive with fresh troops, food, and ammo for weeks until a mmajor port could be taken.

On the other hand, the best marines in the world aren't amphibious capable if they aren't supplied with landing craft. The best paratroopers in the world aren't airdrop capable if they aren't supplied with planes to take them to the objective. On the strategic scale the landers and airplanes themselves are non-combatants that are part of the cost of operation for the military units.

Blake is offline Blake
King
Brainfallocatione
Oct 2000
time: 17:23
  Old Post 04-01-2003 15:15
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Um my nefarious plan to eliminate micromanagment is to essentially have "mobilisation" movement, you "mobilise" an army to any friendly/neutral point on the continent (or globe, for those able to traverse water). This takes one turn. To enter enemy territory your army must "crawl", as it fights it's way forward.

For warfare purposes, territory is defined much like Zone of Control in Civ games, every army (note I avoid the use of "unit") has a circular ZoC radius, determined by it's strength and number of units in it. The units are pretty much considered to be spread out within the ZoC radius, not all clumped in the center. That means an army can "sweep" through enemy territory, engaging all armies in it's ZoC and capturing cities and improvements inside it's ZoC and not protected by enemy ZoC. The idea is to make the game more about choosing your battles rather than manually fighting them.

If that seems like a pretty easy way to capture territory, then remember the enemies situation is equally rosy, when they see your forces mobilise, they can smack a large army down in it's path, which will cover a large area with protective ZoC.

Surface combat will essentially become a numbers game, superier numbers and equipment will win the war. Overwhelming will help a little, but not that much. If you have an army of 200 units, and your enemy has two armies of 100 units, and you engage them seperately, then in most games you would sustain around 50 losses in the first battle and 67 in the second, with 83 survivors. Due to the ease of overwhelming with the ZoC model, a more reasonable figure would be 30 survivors (remember these are equally matched forces, the only difference being one lot is seperated into two seperate armies).

Anyway, I do believe that large army ZoC, enabling multiple cities to be captured by a single army in a single turn should dramatically decrease tedium.

How big could ZoC's get? For a very large army, probably as big as Australia, and conquering aussie would take around 3 turns, 1 to mobilise, 2 to conquer.

This is getting really off thread, but I'll continue anyway.
With space movement and combat, it becomes "point based", valuable stuff is concentrated into points, making it real easy to have things like space combat on a "combat map". Because everything must be at exactly one point, it's easy to say when a fleet is in orbit of a planet, or when two fleets are at the same place, they can engage in battle. The wide open of space, and valuable locations makes for somewhat more interesting tatics and manuvering (because of movement vectors of space fleets, it's easy to tell where they are headed, it's also fairly easy to decieve)

Speaking of ships, I would prefer to make them an unnessecary evil, with a range of hovercraft, that can not only bring land forces across the oceans, but up the beaches too. Then you can just merge your land forces with the hovercraft, and it becomes an army that can cross water. That allows the army to get to any point on the globe with just 1 command (Go There!) rather than around 5:
troops Go To the beach, hop in the ship, ship sail to shore near destination, troops hop out the ship, troops Go To actual destination.

Kuciwalker is offline Kuciwalker
Emperor
of Schmooism
Feb 2001
time: 00:23
  Old Post 04-01-2003 21:56
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I think there's another, more realistic way to eliminate MM: reduce the power of the player.

While the player CAN, if he WANTS TO, MM the exact composition of an army, if he is like most people, he'll let it happen in the background. The player won't use the numeric keypad to move units. He won't use the mouse to move units. He'll tell the governor, or the leader in charge of the entire force, to "capture this region" or "defend this city". Then the leader does what it thinks will work best to achieve the goal. And this is ONLY IF THE PLAYER IS THERE. If this is happening on another world, the Governor will do this on its own.

Also, leader will (or at least should) be able to communicate with each other. If the leader decides that, to defend the city, it would REALLY HELP if there was a fortification right HERE, he would ASK the governor to allocate worker to construct the fortification.

Even more importantly, say the leader decides he NEEDS MORE UNITS. He'll ask the Governor, or maybe even the Mayor of the city, to build number X of unit Y, and so on, depending which units would be best for the situation.

You only give broad objectives, and the AI works out the details. I think that the AI will be the single most important part of this game.

Blake is offline Blake
King
Brainfallocatione
Oct 2000
time: 17:23
  Old Post 05-01-2003 03:03
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The problem with writing AI, is you need to write AI.

Kuciwalker is offline Kuciwalker
Emperor
of Schmooism
Feb 2001
time: 00:23
  Old Post 05-01-2003 19:47
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Yea. Kinda tautological :P

Still, wouldn't it be GOOD to have a good AI. It also occurs to me that this would mean there would be a smart ENEMY AI, because there would already be the entire cooperation thingy. We could just substitute the supreme leader for the human.

Straybow is offline Straybow
Emperor
SG(2)… gone but not forgotten
Jan 1970
time: 23:23
  Old Post 06-01-2003 19:29 Visit Straybow's homepage!
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I prefer more of a wargame-type system than the Civ-style combat system. What you describe seems somewhere in between. There will still be plenty of µmgmt as players figure out just how big their army needs to be in order to have a ZOC of 2, 3, 4 etc tiles radius.

Clash ran into the same problem: how to make units engage by their ZOC size, and how to move units around in the long game turns and whether to have shorter combat turns within each game turn.

Blake is offline Blake
King
Brainfallocatione
Oct 2000
time: 17:23
  Old Post 07-01-2003 04:17
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Um armies will (hopefully) move on a point based system, ie can be moved to any point on the map not constrained to the center of tiles, and the ZoC radius will be truly circular, meaning no fiddly "optimising". Ofcourse there will still be tiles to assist in route finding and map rendering, much like most recent 3D RTS games.

Jeremy Buloch is offline Jeremy Buloch
Prince
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Jan 2002
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  Old Post 07-01-2003 07:09 Visit Jeremy Buloch's homepage!
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Yes, the point based system sounds like a good way of moving the units. I agree.
-J.B.-

Kuciwalker is offline Kuciwalker
Emperor
of Schmooism
Feb 2001
time: 00:23
  Old Post 07-01-2003 23:12
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The player won't figure that stuff out. The computer will.

DeathByTheSword is offline DeathByTheSword
King
soon to be a major religion
Nov 2001
time: 05:23
  Old Post 10-01-2003 02:33
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about moving armies and stuff i would suggest and support any idea that would create frontlines. the problem with smac and civ is that you fight base per base. but in real life they have front line which are protect all the way. i believe the ZoC plan will allow some kind of frontline in the game because putting several armies X tiles away from eachother will create ZoC overlapping and a solid line

Kuciwalker is offline Kuciwalker
Emperor
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Feb 2001
time: 00:23
  Old Post 11-01-2003 21:49
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I like it.

Jeremy Buloch is offline Jeremy Buloch
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  Old Post 12-01-2003 02:43 Visit Jeremy Buloch's homepage!
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Since we are currently discussing a system in moving units, I have no comment to make. Except for: I like the idea of having a frontline.
-J.B.-

DeathByTheSword is offline DeathByTheSword
King
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Nov 2001
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  Old Post 12-01-2003 20:53
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frontline will help us to use artillery in a totally different way and spying will be made more hard. and a so called frontline will also cause damage on the near by facilities and nature and stuff. just think of the frontline war of WWI and stuff. also supplying of units will be simpler because they arent everywere

Kuciwalker is offline Kuciwalker
Emperor
of Schmooism
Feb 2001
time: 00:23
  Old Post 12-01-2003 23:46
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True true.

Jeremy Buloch is offline Jeremy Buloch
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Yes, the Idea is supported by me to the fullest. I have no bad comments about it, at the moment that is.
-J.B.-

 
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