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Leland
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Aww forget it. This post edited away due to reading comprehension problems on my part.
Last edited by Leland on 01-01-2003 at 21:00
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Blake
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Brainfallocatione
Oct 2000 time: 17:24
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Leland and JB are both talking sense. I think the best way to mix reality, sci-fi and magic is like this:
The base of the tech tree is "modern" technology. Fission, spaceflight, cell phones.
Guns that propel lead at lethal velocity.
The first third (or so) of the tech tree is near-future technology, a lot of this will be in R&D labs already. Stuff like Fusion power, quantum computers, nano-manafacturing, space elevators. We can pretty much say how it works, but civilisation on earth does not yet have the materials, energy sources, or processes to build such devices. Weapons will include military grade lasers, ion cannons, rail guns. Infantry will get powered armour enabling them to perform incredible feats of strength, agility and speed. We can say "how" such a suit would work, it auguments the humans muscles & senses, monitors health&condition, is tough enough to deflect small arms fire. It's just that here in the 21st century we do not yet have a portable power source that can power such a suit, and our material and robotics are a bit primative.
The middle third will introduce sci-fi stuff like hyperdrives and stargates, energy weapons, nanoreplication. We can give a "technobabble" explaination of how it works, if we wants. Mostly we limit ourself to describing what it does.
The end of the tech tree will involve supertech, we cant imagine how it works, and must content ourselves with imagining what it might do. Things like replicators that turn pure energy into stuff, like cars or steaks. Weapons that banish the enemy into an alternate universe, or cause stars to go nova.
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Straybow
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SG(2)… gone but not forgotten
Jan 1970 time: 23:24
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I agree with Leland on inconsistencies like in MOO2 you could send a million citizens anywhere using 5 Freighters, but no military units on any number of Freighters. Very annoying. But there are other examples where the tactical and strategic scales create inconsistencies.
A classic example from Civ2 is Pikemen getting double defense value vs. mounted attackers. That makes some sense in a tactical game, but when the unit is defending inside City Walls how do they get both the City Walls bonus and the Pike bonus? Or in a forest, or on a river?
Sure, you can picture limited tactical cases where the defenders could use their pikes against a charge. With combat taking place any time during a turn months or years in length all tactical factors get submerged beneath the strategic factors. They might be besieged and starved out, never getting the chance to set their pikes against a charging enemy.
This and similar problems are inherent to the tactical-strategic divide. A strategic game of this scope needs to move away from the tactical aspects of units except where the tactical aspect makes the strategic impossible. In SMAC you could have energy weapon "artillery." How do you bombard over fortifications, or over the horizon, with a line-of-sight energy weapon?
How do you make a ground attack aircraft with a line-of-sight energy weapon but it can't attack from a standoff? Any surface vehicles/structures in sight should be dead meat, barring beam dissipation problems at long ranges. Even for air-to-air combat energy weapons change the rules. The USofA has an airborne laser testbed that can hit aircraft out to 300 miles. It has not been tested against ground targets, to my knowledge. (So far the expense and limited number of shots make it impractical.)
Making an aircraft targetting system for energy weapon small arms and light vehicle guns can't be that hard. Gyros to stabilize, electronics to sight and lock on. Once developed, AAA and SAM options in SMAC (for example) would be included in any energy weapon system at very little cost. Heavy surface weapons could be somewhat effective at strategic distances against targets at high altitude, making "artillery" attacks against air units possible in SMAC.
Getting back on topic, armor has limited effect on strategic defense unless it is 100% proof against the attack form. Maybe with "shields" you could claim that, but not with any physical armor that can't cover head-to-toe in invulnerable thicknesses. The only real defense is to deny the enemy opportunity to target you by suppressing fire or evasion or cover.
Last edited by Straybow on 04-01-2003 at 03:21
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targon
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Dolgoprudny, Moscow region
Nov 2002 time: 08:24
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Straybow, you're right, armor is't any good protection against specialized armor-piercing stuff, but tanks, in fact, were designed to withstand m-gun fire, and who questions they're good against it? Tank lives very short life (~15 min) in tank-to-tank battle, it's easy prey for aviation and so on. But all these armor layers are _perfect_ against splinters, bullets, various collateral damage, chemicals, napalm and so on.
Concerning strategic/tactical matters. Correct me if I'm wrong, but StP seems to solve this problem via two-level approach, namely strategic game/"RTS" battles. The battle engine may really use LOS, terrain features and other interesting things.
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