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[ES2] GDD 4 - Battle Overview

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9 years ago
Apr 1, 2016, 11:31:51 AM
Delta_v wrote:
I mostly agree Slash. I'd still like to see the finished product before I definitively say Yay or nay but some aspects of this trouble me. The main area of concern for me is the lack of ANY reactionary mid-battle input. I'm okay with no rts control and I think I'm okay with the battle play concept but the lack of input mid battle is concerning.




smiley: approval



Basicaly thats my thoughts too. I dont mind about RTS or TB combat just the option to affect the battle while it progresses. You see an opening you take advantage of it.
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9 years ago
Apr 1, 2016, 3:51:52 PM
Slashman wrote:
And that is my point. Why are you autoresolving battles that aren't a sure win? AoW is about battles to begin with.



So yeah...you should get unpredictable results or unfavorable results when you let a computer play your stuff.


In AoW3 I don't dislike the complexity, but AoW3 is all about it's combat system. That was the original point I said in favour of Endless Space 2. If the system is straightforward enough, there's no difference between auto-resolve and watching the cinematics.



And when you're rounding turn 500, or have such a devastating army nothing could logically stop it, the battles stop being fun, they become a bit more of a slog. Yet to see that same army somehow brought low by a group of inexperienced Tier III units is hilariously wrong.

KnightofPhoenix wrote:
The big reason I can think of for auto-resolving battles in AOW3, especially in MP, is to avoid all the exploits you can do in battle (like maxing exp, or mass conversions).


That's a big one, time is the other. Sometimes if I'm just playing a game with my brother and it's coming up on midnight, we just want to get it over with. Auto-resolve skips one of the biggest time-sinks in that game.
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9 years ago
Apr 1, 2016, 9:20:52 PM
I agree with Romeo: We're not against tactical battles, but Amplitude has very openly said that they don't want ES2 to be a game about the Battles. It's supposed to focus on the empire management. And I agree with that. If I want tactical space battles, there are other options.



To that end, I would rather see them take out the direct player control of battles and give us a straightforward system with some player input than try to put together a tactical combat system that would likely not be as good as a game actually focused on the battles anyway, paired with an auto-resolve feature that seems to operate on an entirely different set of rules.



Also, keep in mind that "simple" is not the same as "shallow" (and conversely, "complex" is not the same as "deep). A well designed simple system can still allow for deep, impactful player choice, and potentially be more satisfying than a complex system that a player may not fully understand, or feel like it has too many factors out of their control.
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8 years ago
May 18, 2016, 3:53:14 PM
Soooo... I dunno if this has been brought up before cuz I have no intention of wading through all 10 pages of this discussion, but...



Is reinforcement flanking going to be a thing in ES2? Like, can I get support from nearby ships when battle is engaged (like in EL), but this time the ships pop up on the screen in accordance to their position relative to the battlefield?

With the battle system inspired by naval tactics, this would seem like an important aspect.



With that added, can cloaking be a thing? A cloaking module that hides ships for suprise support or otherwise moving about in enemy territory unnoticed?
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8 years ago
May 19, 2016, 7:51:13 AM
I can tell you that reinforcements will be a thing in battles; if you have several fleets on a system and you engage (or suffer) a battle, then depending on your tech advancement you'll be able to select one or several reinforcing ships from other fleets.



These ships will then follow a specific trajectory during the battle, depending on the play you picked, and they will indeed arrive with a delay.



https://www.youtube.com/watch?v=sSrYskeie-s




Awesome ref :D
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8 years ago
May 19, 2016, 4:31:34 PM
jhell wrote:
I can tell you that reinforcements will be a thing in battles; if you have several fleets on a system and you engage (or suffer) a battle, then depending on your tech advancement you'll be able to select one or several reinforcing ships from other fleets.



These ships will then follow a specific trajectory during the battle, depending on the play you picked, and they will indeed arrive with a delay.







Awesome ref :D


That seems handy dandy, especially for system defense. Stack some ships on the planet, stack some in orbit around, and hope you can survive long enough to push them back.
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8 years ago
Aug 14, 2016, 1:05:36 AM

I know this is very late and I'm unsure if it's been said, but I think it would be really cool if the endless special structured/anomalies (tree of life, Auriga ect) (if they are even in the game) should have some sort of effect in the battle, like the solar collector being able to fire a beam placed by the player that could heavily or instantly damage ships. Some thing like that.

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8 years ago
Aug 19, 2016, 7:40:48 AM

I agree with Romeo: We're not against tactical battles, but Amplitude has very openly said that they don't want ES2 to be a game about the Battles. It's supposed to focus on the empire management. And I agree with that. If I want tactical space battles, there are other options. 

Like many of you I absolutely hated card system and lack of any kind of well thought fleet management in battles in ES1. I really disagree with that quote above. Amplitude is trying to do their best with the team they

 have - I understand that - but for me they will kill Endless Space 2 with this battlesystem  - again. You have to have direct control of units/squads ( or whatever will be in game ) in order to feel that you have any kind of 

control of your units. Of course it doesn't have to be RTS system like some of you would like, but turn based tactical battle that has common sense. Big part of every 4x game except building units and buildings are diplomacy and/or battles. In both 4x games from Amplitude those elements are the WORST in those games, and the Devs for whatever reason stick to their vision no matter what.


The Devs are avoiding direct control of units for awkward reasons. This was also the case for Endless Legend. Partially unit control with fingers crossed and pray, to have your battle commands runs like you want is strange. 

There is no logical pointers for thatkind of decisions for me. I have ES1 and EL and sadly I won't buy ES2 if this kind of battle management will be present in game. I'm not playing those games any more becouse of that. 


I wish the Devs the best of luck and open mind for new ideas :)  

Updated 8 years ago.
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8 years ago
Aug 23, 2016, 2:37:08 AM
Usul wrote:

I agree with Romeo: We're not against tactical battles, but Amplitude has very openly said that they don't want ES2 to be a game about the Battles. It's supposed to focus on the empire management. And I agree with that. If I want tactical space battles, there are other options. 

Like many of you I absolutely hated card system and lack of any kind of well thought fleet management in battles in ES1. I really disagree with that quote above. Amplitude is trying to do their best with the team they

 have - I understand that - but for me they will kill Endless Space 2 with this battlesystem  - again. You have to have direct control of units/squads ( or whatever will be in game ) in order to feel that you have any kind of 

control of your units. Of course it doesn't have to be RTS system like some of you would like, but turn based tactical battle that has common sense. Big part of every 4x game except building units and buildings are diplomacy and/or battles. In both 4x games from Amplitude those elements are the WORST in those games, and the Devs for whatever reason stick to their vision no matter what.


The Devs are avoiding direct control of units for awkward reasons. This was also the case for Endless Legend. Partially unit control with fingers crossed and pray, to have your battle commands runs like you want is strange. 

There is no logical pointers for thatkind of decisions for me. I have ES1 and EL and sadly I won't buy ES2 if this kind of battle management will be present in game. I'm not playing those games any more becouse of that. 


I wish the Devs the best of luck and open mind for new ideas :)  

Not taking full direct control is what got me into ES and what I like about ES2. I like it because to me it makes it seem more like a space opera than a hack 'n slash with spacecraft and laser guns. If I want to take full control of starships and ground troops then I'll go play something like Master of Orion or X-Com. But when it comes to Empire Management Amplitude still stays on the top of my list.

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8 years ago
Aug 23, 2016, 3:12:53 AM

Even if it does feel like I would need a spreadsheet to play on anything other then the easiest difficulty.


Definatly more 4X (Or eXterminate plus flavor if most 4X games are anything to go by) then an empire builder.

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8 years ago
Aug 23, 2016, 10:59:54 AM

Rambling ahead. 


Brief opinions for reference:


Moo II- fun casually but a mess if you're even remotely serious, let alone competitive.  Mostly fun because of the variety of effects and ways to interact (weapon variety, subsystems, shields, boarding etc all allowed for multiple fun casual strategies).  Major issues into the middle/late game (becomes basically a chore to play tactics, first player advantage, takes forever, etc)


ES- Really don't like it.  Cards are bad, ship design felt bad, weapons felt bad.  Auto resolve might have felt better half the time in that the system mattered just enough that I couldn't ignore it, but not enough to be anything more than a chore.  Ship design wasn't fun, but if you did it wrong you could lose when you shouldn't.   Combat was almost never anything more than extending your econ in a way to disrupt other players, and then bigger econ won.


EL- Decent, with potential to be much better if balanced or fleshed out.  Shades of greatness to the point that I would play a solo tactics game using a slightly beffed up version of their system.


Gal Civ-  Given that combat wasn't even necessary it was sort of okay, but gal civ III is basically my least favorite 4x because it feels 100% like and econ min maxing spreadsheet game with very little in the way of any meanginful interaction.  II did an ok job at not being that, and the combat was one way you could interact with the oppositing, and it's minimalistic implimentation wasn't fun, but also wasn't the point of the game, so it was ok.  Can't deny it wasn't a bummer though (and made combat focus games boring).


New MOO- Obvious they bit off more than they could handle (whole game really).  Nice polish, some casual fun, horrifically unbalanced in some of the worst ways, and ultimately too shallow (dps race with very little else mattering).


Tactical battle (either TBS or RTS):


Both of these are very difficult to do right.  The TBS system of EL had major issues with the initiative system and the board (not to mention numbers issues), while things like classic MOOII were inherently broken (go first, win) and extremely obnoxious in the late game (Battles took forever for predictable outcomes).  The RTS system of new moo is not only something that's incredibly hard to build right (and thus going to really be a tech demo on launch rather than a real system) and balance (whole slew of issues), but is also extremely difficult to handle in multiplayer games.  Even worse in games that aren't 1v1, and that's not even talking technical issues (yay lag!).  Complete/direct control adds tremendous layers of complexity in both design and playing for very little gain in most cases.


Really the biggest issue facing 4x combat is how do you make it meaningful realizing it's more than likely it won't matter in many cases.  If I win the econ game early on, I probably out tech or outproduce you, so it doesn't matter what my tactics are because I've got a 2 to 1 superiority in numbers or tech.  I can roll my face on the keyboard and win, and that's a very likely and common outcome for TBS games.   Further how much of your being better at tactics should outweigh me being better at strategy?  I spent all game building a massive empire but suck at the combat system, so should I lose, even if it's 2 to 1?  Maybe.  How about 3 to 1?  How about 4?  How much should it matter now if the players are of equal skill, and how often?


Even worse is that it's hard to design a system that's deep enough to even allow that sort of outcome.  Losing 2 to 1 on purpose in ES would be hard, and once you knew barrier, nano, nano (for a majority of the games life) was next to impossible.  There just wasn't enough depth in the system that two reasonably decent players wouldn't just have the fight determined by fleet composition (size + equipment).  EL did a better job at this in that there could at least be some strategy, and there was a benefit to learning the system, and you couldn't just auto execute the strategy like barrier, nano, nano.  You (sometimes) had to actually think about what you're fighting and adjust for it, thus making encounters unique.


Point being what we know of the current system so far seems promising?  If i somehow trick you into an engagement in an environment that favors me with ship designs that are say, broadside heavy, and manage to hit you in a weak spot or disable important systems, its possible I could, if not win, at least do significant or important damage with a smaller fleet, and not always do the same thing.


Even if it wasn't viable doing fun strats like disabling shield and raiding/boarding parties, or aiming for subsystems, or using tractor beams to hit with terrible weaponry were all really fun to try in MOO II, and I see shades of that here.  How good it actually is will depend on execution, but it seems like it's a system that offers enough depth to matter without being overly intensive or formulaic (again execution and dedication to balance will be key here).


I think ultimately what i'm hoping for out of the system is the ability to play a battle race like MOO II bulrathi, who basically got 0 economic empire bonsues (unlike the cravers who are really just an economic machine on a time limit), who may constantly be behind in the numbers game, but still a major military threat due to their ship combat abilities + a good understanding of the strategic elemenets.  I do think that what they've built so far could achieve that, and really hope they do.  It needs to take advantage of its system though, and not only offer depth in the early and mid game when engagements are generally more even, but in the late game too where they're either lopsided or massive.  Since I don't have to controll all say, 100, ships I should still feel that handling a massive fleet vs a massive fleet is totally different than 2 frigates vs 2 frigates in the early game, and still have depth to it.



Updated 8 years ago.
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8 years ago
Aug 25, 2016, 7:24:09 PM

I really wish those two "interviewers" on the only video so far from Gamescom 2 hadn't wasted so much time. If you had been able to get the presentation of the fleet battle, you guys would have so much more to discuss.

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8 years ago
Aug 25, 2016, 8:08:36 PM
The-Cat-o-Nine-Tales wrote:

I really wish those two "interviewers" on the only video so far from Gamescom 2 hadn't wasted so much time. If you had been able to get the presentation of the fleet battle, you guys would have so much more to discuss.

 I do have pictures. @w@

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8 years ago
Aug 26, 2016, 10:52:07 PM
The-Cat-o-Nine-Tales wrote:

I really wish those two "interviewers" on the only video so far from Gamescom 2 hadn't wasted so much time. If you had been able to get the presentation of the fleet battle, you guys would have so much more to discuss.

I'm sorta confused as to why they haven't released anything.  If they were willing to show it at gamescom but ran out of time, I don't see why a quick youtube vid would be a problem.

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8 years ago
Aug 27, 2016, 7:07:55 AM

Indeed. 

I'm not sure what this secrecy is supposed to serve, seeing as how Early Access is next month anyway and the game is mostly finished.

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8 years ago
Aug 27, 2016, 3:09:07 PM
The-Cat-o-Nine-Tales wrote:

I'm no expert, but I think there may very well be deals with the press outlets involved.

There also might still be work being done on ship models and such, so they only showed still images and will release the full deal during the next faction reveal.

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8 years ago
Aug 28, 2016, 6:45:59 AM
BlackBird1696 wrote:
The-Cat-o-Nine-Tales wrote:

I'm no expert, but I think there may very well be deals with the press outlets involved.

There also might still be work being done on ship models and such, so they only showed still images and will release the full deal during the next faction reveal.

I'm pretty sure they were confident to show the ship models in motion. After all, he clearly wanted to show the battle, but they were out of time.

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