RTS Battle Mechanics and Ships
By now some of you have probably realize just how much power you have in the beta process. That this isn't some late stage marketing excercise. We (you guys and us) are helping make a game together.
So let's talk about battle mechanics in space. How do we make them more fun? What do we have to work with that will be intuitive from a strategic point of view and enjoyable to make use of?
Let's start with ships (in no order):
ASSUMPTION #1: Swarming is bad, combined arms is good.
In my opinion, we need more ships in the game. I also think that the FLEET should be the key building block of your strategy. That is, the player who utilizes "combined arms" with their fleets should be able to do vastly better than the player who is just swarming.
ASSUMPTION #2: Fleets should work together as a single combined arms fighting force
In most RTSs I play, I select several units, hit Ctrl-# and the units are grouped. I then right-click wherever and they scatter. If I hold down the right keys, I can get them to move as a single force.
I think in Sins, it should be the opposite. A fleet should move together as a single formation by default. I should be able to put together the right mixture of ships to counter my opponent's strategy and be able to right click on the other fleet and let them fight it out while I go work on another battle elsewhere if I want (sure, I *can* micro manage the battle but I shouldn't get much, if any, advantage to doing it IMO).
ASSUMPTION #3: The fleet mechanics should be logical and require no explaining
What I mean is that I shouldn't have to look at the manual or some strategy site to figure out how to put together a good fleet or counter to an enemy fleet.
This means we have to work with things that are obvious on screen when it comes to ships. So what can differentiate different ships:
- How fast they move. A battleship might pack a powerful punch but move and turn very slowly for instance.
- Rate of fire. Some ships might shoot lots of wimpy but constant shots. Others might shoot less often but more devastating shots.
- Range. Some ships might have long range shot capability while others can only shoot short-range.
- Accuracy. How often the ship hits its target can be based on the accuracy of the ship.
Based on thes 4 simple game mechanics, one can imagine how one could put together various kinds of ships that counter someone else's fleet.
For example, you could have a Targeting Frigate which improves the accuracy of ships in a given fleet (as long as it's relatively close). You could have a ECM Frigate which decreases the accuracy of ships in a given fleet. Ships that have a long range may be more depenedent on accuracy than shorter range (for obvious reasons).
Another example, a fleet that is heavy with big slow but powerful ships might be more vulnerable to an attack by a fleet of more nimble ships and fighters. But that fleet might be countered by putting in a few anti-fighter frigates in with the fleet.
What I'm referring to here isn't rock-paper-scissors per se since one doesn't completely counter the other. It's reduction or maginfication of effectiveness that we're talking about.
IMO, the true tactical skill in the game is the person who relies on combined arms. The guy who just cranks out tons of heavy frigates and tosses them at their enemy should get mowed down by the player with a more thoughtful strategy.
The key thing though is that I really think that the strategies in this game should be straight-forward and intuitive. In one of my favorite recent games, Company of Heroes, the replayability comes from having so many strategic options. And the game only has a handful of units.
What's your view?