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drawar

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Jul 26, 2014
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Currently, space combat takes place in real space, which sometimes causes problematic situations, also since we do not have control over the ships, it does not bring anything, there is no micromanagement , ship management, order to give, abilities to activate... Also as the game progresses, it can quickly make a lot of ships to simulate.

Afterwards, I don't know much about it, so I don't know if it can really improve performance, but I imagine it can, but that's not the main purpose of this idea.

In short, like in EU or CK, the fights will be simulated off the map.
But each fleet will be represented by ships (admittedly, a reduced number), so on the main map, there will always be a "dummy" combat which simulates a space combat.

Battlefield
The battlefield will be divided into levels (rank), 1, 2, 3 and 4, on each side.

The ships of each camp will position themselves in a level, according to the role of their computer system:
- 1: Swarm, Picket
- 2: Line, Platform, Starbase
- 3: Artillery
- 4: Carrier, Colossus

Each level has a limited place. Mainly dependent on fleet command capacity.
Each ship takes a number of slots corresponding to its size (command point), so a Battleship takes the place of 8 Corvettes.
Also, each side has an overall capacity for the battlefield, for example, if each level has 20 slots and the overall capacity is 60, the side does not occupy more than 60 slots and not 80.

Starbases and defense platforms have free slots so, at equal power, the owner of a starbase can potentially use greater firepower.
Maybe the Juggernaut and Star-Eater could have a free slot.
The Colossus has one free slot.

At the start of a fight, each ship is assigned a level according to the role of its computer system. If a level is filled, the surplus ships are put in reserve.
Once the first deployment is done, if there are still usable slots left, a second deployment is performed, the system tries to bring the ship closer to its desired level. For example, a battleship (Artillery) will be deployed in priority at level 2 or 4 (if 3 is full).
However, each time a ship is deployed outside of its desired level, it suffers penalties. The greater the distance, the greater the penalties.
A Battleship (Artillery) at level 1 will have a greater penalty than a Battleship (Artillery) at level 2 or 4.

The penalties would mainly be a decrease in the chance to hit and tracking.

The ships in reserve do not participate in combat, but if slots become available, ships in reserve will be deployed to the battlefield.
Also a ship with an undesired level can reposition itself at the desired level, if a slot becomes available.


Range of weapons :
Each weapon still has a range, but the operation is modified and simplified.

S and P weapons can target level 1.
M weapons can target level 1↓ and 2.
L weapons can target level 1↓↓, 2↓ and 3.
X and T weapons can target level 1↓↓↓, 2↓↓, 3↓ and 4.
G and H weapons can target level 1, 2, 3 and 4.

The “↓” indicate a hit chance and/or tracking penalty. Greater penalty with the number of "↓".
An “Artillery” Battleship will therefore have more difficulty hitting a ship at level 1, worse if the Battleship is badly positioned. Obviously, it always depends on the dodge ability of the target.
So an enemy battleship at level 1 will be easier to hit than a corvette for example.

Also an empty level between two camps does not count.

For example, if level 1 is empty, S weapons can target level 2. If level 2 is also empty, they can target level 3...
If the 3 and 1 are occupied, but the 2 is empty, M weapons cannot target the 3, only the 1.
If the 3 and 2 are occupied, but the 1 is empty, M weapons can target level 2 and 3.

G and H Weapons can traverse a level, but each time they traverse a level, P Weapons can target them for the duration of the traverse. For interception of G and H weapons, the range of P weapons is limited to their level.



Animation :
In the combat window, the ships are “static” in their locations, but you can see the attacks between the ships, as well as the G and H weapons. Obviously, when a ship is destroyed, there is an explosion. ;)

Why?
The simplest answer is that I'm crazy. :p

Afterwards, more seriously, I find the current system not very interesting and cumbersome, and useless, because it does not use the possibilities of being represented on the real map to allow "micro-management", well, or just minimal management... Since the only thing we can do is retreat... And even if the ships are 3D, the fights are 2D with completely mobile turrets and simply on the "roof" of ship.

Also we can also abuse fights close to the outer limits which will be out of reach of the starbase and etc.

I think it could also be interesting to allow different fleet compositions. Single-type fleets are likely to cause problems.
For example, if you only have Battleships (X and L, Artillery), you will inevitably have badly positioned Battleships and you will also have difficulty aiming well at level 1 and 2, which could be problematic, if the enemy has ships positioned there.

Afterwards, this system could also be adapted for land combat, if we add various types of army.
 
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Really interesting point here:
...
Afterwards, more seriously, I find the current system not very interesting and cumbersome, and useless, because it does not use the possibilities of being represented on the real map to allow "micro-management", well, or just minimal management... Since the only thing we can do is retreat... And even if the ships are 3D, the fights are 2D with completely mobile turrets and simply on the "roof" of ship.
...

Stellaris has visual representation on how the combat is playing out like a RTS but does not utilizes this and takes away the control over the battle from the player like other PDX games.

I agree with your overall surveillance that the Spacecombat needs to be split between a mechanical layer that does all the calculation and outcome determination and visual layer that lays a foundation for a visual scripting system that allows for really cool space combat animations with Formation flight, back and forth without resorting to a "giant mosh pit"

I made a in depth Suggestion about the topic that also tries to resolve the problem with Doomstacks, that are still in the game but the discussion forgot about them. And a more integrated feeling to bring the experience in Line with the rest of the games pacing and with other PDX titles.
 
I don't know if we have to go that far, but yes, I agree that the system needs to be reformed and I also agree with a refueling system, I had already proposed things for that.
 
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