My tactical combat scheme for 4X games in space
from
Stardock Forums
I've been thinking about this alot. I like what the original MOO did, didn't really care for MOO2 combat, and I think MOO3 is trying some good stuff with task forces, but is flawed by being RT and on a semi-realistic scale. So here's my idea - tell me what you think (but be gentle :)):
1) You assign ships to task forces - you have slots for so many ships - a set of slots for an outer screen (destroyers/cruisers) and a set of slots for an inner force (battleships, dreadnoughts) and slots for carriers. You'd also have several slots for "specials" - unique ships with special abilities. You also have the choice of several formations initially that give various bonuses to attack/defense - these could also be changed at some points in combat, but with some sort of defensive/offense penalty for a round.
2) Combat takes place on a "map" of the planet and the space around it (including moons/asteroids/etc.) being attacked. Each task force is represented by an icon. You manuever your TF icons around until you are in range and desire to attack.
3) What you can tell about an enemy TF (and vice versa) is determined by the level of sensors and ECM on each side and ranges. You might be able to identify each ship, or just get a count of some/all of them. All determined by tech level and distance.
4) Once you get into range you or the enemy could attack. At that point, your TF pops up on a grid, along with another grid containing the enemy TF. They are opposite each other on the monitor, but not at a realistic distance. Again, you might see some or all enemy ships, detail again depending upon distance and ECM/sensor tech. Orbitals or planetary defense in support would show up in a row at the far side, behind the defensive TF, if in range to support it.
5) You tell your ships by type/position who/what to attack. You tell your outer screen to attack outer/inner/carriers/specials of the enemy fleet, and so forth for your other groups. Your choice whether you want to thin his screen or go straight for the big boys. Resolution would be simultaneous for both sides. You'd get some cool graphics of beam/missile/torpedo fire, strikefighters zooming in, ships blowing up, taking damage, etc.
6) There would be some sort of initiative "roll" to determine which TF would attack/defend in which order in the case of multiple attacks in each round.
7) Specials would be certain unique classes of ships you could design - a command ship which would provide defensive/offensive bonuses for a fleet. Or a recon or ECM ships which would provide bonuses for finding or hiding from an enemy fleet. Or combat freighters which could resupply your missile ships or carriers in the middle of combat.
8) You could also have officers for each task force - with special abilities and maybe liabilities. Maybe one guy gives carriers a bonus, but subtracts from beam attacks, or another guy gives defensive bonuses, but his offense is weaker. All sorts of cools stuff here - and maybe they could gain abilities over time with victories - maybe even some special abilities if they win a battle at great odds, etc.
9) Of course you'd have to balance all this - you don't want to many rounds or too few, but playtesting could determine this.
Ok that's it in a brief outline. I'd be interested in ideas others might come up with.
Grifman
1) You assign ships to task forces - you have slots for so many ships - a set of slots for an outer screen (destroyers/cruisers) and a set of slots for an inner force (battleships, dreadnoughts) and slots for carriers. You'd also have several slots for "specials" - unique ships with special abilities. You also have the choice of several formations initially that give various bonuses to attack/defense - these could also be changed at some points in combat, but with some sort of defensive/offense penalty for a round.
2) Combat takes place on a "map" of the planet and the space around it (including moons/asteroids/etc.) being attacked. Each task force is represented by an icon. You manuever your TF icons around until you are in range and desire to attack.
3) What you can tell about an enemy TF (and vice versa) is determined by the level of sensors and ECM on each side and ranges. You might be able to identify each ship, or just get a count of some/all of them. All determined by tech level and distance.
4) Once you get into range you or the enemy could attack. At that point, your TF pops up on a grid, along with another grid containing the enemy TF. They are opposite each other on the monitor, but not at a realistic distance. Again, you might see some or all enemy ships, detail again depending upon distance and ECM/sensor tech. Orbitals or planetary defense in support would show up in a row at the far side, behind the defensive TF, if in range to support it.
5) You tell your ships by type/position who/what to attack. You tell your outer screen to attack outer/inner/carriers/specials of the enemy fleet, and so forth for your other groups. Your choice whether you want to thin his screen or go straight for the big boys. Resolution would be simultaneous for both sides. You'd get some cool graphics of beam/missile/torpedo fire, strikefighters zooming in, ships blowing up, taking damage, etc.
6) There would be some sort of initiative "roll" to determine which TF would attack/defend in which order in the case of multiple attacks in each round.
7) Specials would be certain unique classes of ships you could design - a command ship which would provide defensive/offensive bonuses for a fleet. Or a recon or ECM ships which would provide bonuses for finding or hiding from an enemy fleet. Or combat freighters which could resupply your missile ships or carriers in the middle of combat.
8) You could also have officers for each task force - with special abilities and maybe liabilities. Maybe one guy gives carriers a bonus, but subtracts from beam attacks, or another guy gives defensive bonuses, but his offense is weaker. All sorts of cools stuff here - and maybe they could gain abilities over time with victories - maybe even some special abilities if they win a battle at great odds, etc.
9) Of course you'd have to balance all this - you don't want to many rounds or too few, but playtesting could determine this.
Ok that's it in a brief outline. I'd be interested in ideas others might come up with.
Grifman