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Clearer Combat Trajectories, Targets, and Tactics

Space Battles

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8 years ago
Feb 6, 2017, 9:58:39 PM

Combat is in a messy state right now, in my opinion. While it looks great, it is incredibly difficult to glean useful information from it, and next to impossible to adequately predict which targets your flotilla will shoot at what ranges for how long. To that end, I want to suggest a solution that clarifies the simulation without impacting the visual presentation.


EDIT: Let me clarify that the word Simulation refers to the resolution of combat and the calculations involved in it, not the animation/cutscene.


Both fleets begins the battle 130 units apart, and the maximum duration of a battle is divided into 12 phases (e.g. 5 seconds if battle can last up to 1 minute). Each flotilla moves directly towards its opponent at a speed of 10 units per phase, until they are within the range determined by the battle plan. This will naturally create 6 different phase sequences for the different range matchups without artificially skipping phases (See graphic below).

The base distance is divided into 13 tiles of width 10. Rather than measuring the exact distance, firing ranges are based on the number of tiles the shot enters counting parallel to the center line of battle (not counting the starting band), with short range covering 4, medium range 8, and long range 12 tiles. While moving forward, ships will engage targets of opportunity in adjacent lanes (either the closest or the one in their most efficient range), adding 2 tiles of "virtual" range if firing at an adjacent lane, 4 if firing one flank to the other.

I realize that this is a rather "boardgamey" solution, but I believe it could give more clarity to the events of the battles while leaving some freedom with the specifics of the visualization.

As an added suggestion, the fleet movement should be previewed in the advanced battle setup screen (e.g. as a small highlight moving down the lanes), and mousing over a flotilla should display  a transparent overly of firing arcs and ranges. (Mockup of that coming as soon as I have the time to create it).

The basic direction of flanking trajectories could also be angled inward to generate a less rigidly geometric appearance.


Note: The base distance of 130 and division into 12 phases have been chosen arbitrarily for easy calculation, while all other numbers are based on them. All numbers can be scaled up or down as needed.


Advantages:

- Less arbitrary that current system (no skipping ranges entirely, finer differences than 3 pahse system)

- clearer targets of opportunity (especially with matching UI update)

- could work with different flotilla speeds (e.g from engine modules or Battle Plans)

- (Edit) Can also work with different starting distances, e.g. shorter distance in nebulae and asteroid fields.

- greater freedom in exact placement of ships (as long as they stay reasonably within a tile)

- tilted trajectories would give room for long-range fleets to visually move towards center without being slowed to a crawl


Disadvantages:

- Difference between actual visual range and "virtual" simulation range quite large in some extreme cases (up to 30 units)

- reduced connection of visuals and simulation

- Tilted trajectory turns broadsides away from potential targets of opportunity during movement



Updated 2 months ago.
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Out of Vision

The OUT OF VISION status is given by the dev team to ideas that are not compatible with their vision of the game or technically not feasible.

jhell

DEV jhell

status updated 7 years ago

While this is interesting it would require an overhaul of our combat engine and it's something we simply can't do at the moment.

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8 years ago
Feb 6, 2017, 11:45:25 PM

I like it. Much better than what exists now.


I'd like to emphasize the cinematic battle camera. I know some version of it is coming, but we need to test it for a full update before release.

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8 years ago
Feb 7, 2017, 6:16:37 AM

I'll up vote this simply because you put some serious thought and effort into this post, but in my heart of hearts I feel that the battle cut-scenes should be the last of our concerns, especially at such an early stage... Hopefully they'll implement some of this down the line!

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8 years ago
Feb 7, 2017, 3:13:06 PM
grizzy wrote:

I'll up vote this simply because you put some serious thought and effort into this post, but in my heart of hearts I feel that the battle cut-scenes should be the last of our concerns, especially at such an early stage... Hopefully they'll implement some of this down the line!

Please do note that this is about the simulation (i.e. the numbers being crunched behind the scenes), not the cutscenes. I only mention the cutscenes because this approach would offer more freedom in exact ship placement, independent of the actual battle calculation.

The trajectories, after all, are pretty much our only way to influence the combat simulation.

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8 years ago
May 30, 2017, 5:01:28 PM
minurominerwin wrote:

The game needs some like this

I've been working on a mod trying to make the current trajectories more predictable, within the limits of the current combat engine. I need more test cases before I'm comfortable releasing it to the public, though.

I'd appreciate any savegames with battles involving 10 or more CP on one side being shared.

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8 years ago
Jul 2, 2017, 6:35:31 PM
The-Cat-o-Nine-Tales wrote:
minurominerwin wrote:

The game needs some like this

I've been working on a mod trying to make the current trajectories more predictable, within the limits of the current combat engine. I need more test cases before I'm comfortable releasing it to the public, though.

I'd appreciate any savegames with battles involving 10 or more CP on one side being shared.

My issue with mods is that they disable achievements.

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Out of Vision

The OUT OF VISION status is given by the dev team to ideas that are not compatible with their vision of the game or technically not feasible.

jhell

DEV jhell

status updated 7 years ago

While this is interesting it would require an overhaul of our combat engine and it's something we simply can't do at the moment.
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