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Real Battle in RTS

Started by December 02, 2004 05:59 AM
35 comments, last by costasgr43 20 years, 1 month ago
Quote: Original post by Edward Ropple
Realism is necessary in a historical RTS, and none of them are even that realistic. I've yet to see one that is negatively impacted by its adherency to historical fact.


And I've yet to see one that was as much fun as Total Annihilation, Z, BattleZone '98 and StarCraft - all thoroughly unrealistic games.
-- Single player is masturbation.
Depends. If I want actual strategy, I play AoE2. If I want to see how fast I can click (and sometimes I do), or want to play a custom game, I play StarCraft.

Total Annihilation? Pass the sick bag, please. I so loathed that game.

Historical accuracy lends an RTS strategic value, at least in my experience.
http://edropple.com
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How could you not like TA? So far I haven't seen a game that comes anywhere near the feeling of total control that I get in TA. Sure, its kinda ugly in some ways, but until I get the perfect queuing and patrolling/guarding system it had in other games I'll never put it down. And yes, StarCraft is a clickfest - but I played AoE 1 and found its gameplay to be pretty similar, just slower. The strategy wasn't any deeper, you just had more time to consider it.
-- Single player is masturbation.
Play AoE2. AoE isn't anywhere near as good. AoE2 has some serious strategy.

Anyway, TA had some pretty major problems.

-It didn't work on my computer.
-When I got a new computer, it refused to play sound.
-When I played it, the graphics were almost impossible to distinguish.
-The UI was clutzy.
-The story (what there was of one) wasn't remotely interesting.

So...it went on The Shelf.
http://edropple.com
Quote: Original post by Edward Ropple
Play AoE2. AoE isn't anywhere near as good. AoE2 has some serious strategy.

Anyway, TA had some pretty major problems.

-It didn't work on my computer.
-When I got a new computer, it refused to play sound.
-When I played it, the graphics were almost impossible to distinguish.
-The UI was clutzy.
-The story (what there was of one) wasn't remotely interesting.

So...it went on The Shelf.


The UI was clutzy? Please explain, as my brain almost hemoraged upon reading that.
Quote: Original post by costasgr43


  • health, that will be in form of energy, meaning healable. It will be decrease if dodged, hit by a hammer that will not kill him, a bow that hit him at the shoulder etc.

  • hit points(why? why? why?), that will not be healable and will specify the "power" needed by someone to kill him. So, if a hit (swords, lances etc will have infitive HPs attack that will kill a unit no matter how many HPs it has, or something like that (very great creatures ,ie dragons, may need several "killing" hits)) wont kill him it will reduce his health.





I fail to understand the relationship between hitpoints and health. In fact, as i understand it they have somewhat duplicated functionality.

this is how i understand it:
for a creature:
HP: points of damage to kill me, no heal. If attack<HP then decrease health
health: decreases with non-lethal attacks. Heals.

is this what you mean?
you should consider more intuitive names, and decide what happens when health drops to zero (or below?)

how about:
Non Fatal Wounds: at 100% unit faints, heals slowly.
Fatal wounds: at 100% unit dies, doesn't heal.
Working on a fully self-funded project
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Quote: Original post by Edward Ropple
Realism is necessary in a historical RTS, and none of them are even that realistic. I've yet to see one that is negatively impacted by its adherency to historical fact.


Of course realism is relevant in any historical game, but to what degree? No one wants to play through the Hundred Years' War if it takes a whole century. You're always going to need a lot of abstractions for gameplay purposes.

However, if you want to improve realism, starting with a game like AoE, there is a lot of ground to cover before you should start considering modeling the agility, strength, and intelligence of the right feet of the soldiers. There are some "fundamental flaws" (flaws in the sense of realism, not necessarily gameplay) in the whole genre to work with. Now, your priorities will probably vary, but here's a few thoughts:

The control system should be as automated as possible, but all the automation should be optional. Most importantly, it should focus on giving jobs to be done, not orders for single soldiers. Let the computer worry which workers to assing a certain job.

All infantry should be able to walk through forests. It would allow a lot of strategies, especially if the visibility is asymmetric (i.e. you can see easily out of a forest, but not in, so making ambushes will be easier). Also, infantry should be able to swim across narrow rivers, and scaling mountains wouldn't be too bad either.

How about property? There are a lot of comments on not allowing archers to destroy buildings, which I agree with, but you shouldn't need to destroy all enemy buildings, but rather be able to conquer them. Converting them with a priest (or what have you) is lame and most definitely not realistic. Peasants (or villagers or what have you) could also be considered property; within a feudal system the vassals have really no choice but to comply, and even if they were freemen they probably wouldn't worry about who was in control as long as they could go on living their lives. The game Cossacks did a great job at this. Vehicles (including catapults etc.) and deployable weapons (e.g. grenade launchers) should be manned and if you killed the troops manning the vehicle/weapon, you could man it yourself.

As for actual battling, it would seem that currently in most games the defender will need more units than the attacker, which is ridiculous. Allow the soldiers to dig trenches, guard routes (with a group of soldiers that are automatically send to defend the walls/whatever if a guard notices the enemy) etc. and really build a defence line, not just some arbitrary unguarded walls. Soldiers in trenches/whatever endure much more punishment.

There should be a reason for expansion. Having extremely limited resources (AoE) with resource locations is one solution, but limits the span of the game and forces an aggressive expansion (so that you won't run out of resources). However, after the resources have been collected, there is little point in conquering that land area. Having non-exhaustible resource locations with limited gathering speed (Empire Earth) will force you to expand (so that you get resources at least at the same pace than the enemy) and allows for longer game sessions, but because the maximum number of units is (relatively) low, you won't have the resource locations fully manned anyway. The moral is, killing just for the sake of killing is not all that motivating (if you want a coherent game world).

Quote: Original post by nuvem
Note the lack of numbers. Note that even when you do know the numbers, it doesn't really tell you what it really does. 100% sounds great, but 100% of what? Will that let me defend an Ogre's attack? With consistant text only descriptions, you can actually get a lot more across to the player, without losing any of the internal simulation's complexity.


Personally I am a mathematically oriented person and I like seeing numbers. If you have attribute levels of 1, 2, 3, and 4, changing them into "awful", "bad", "great", and "phenomenal" would only confuse me while not providing any fuzzier output. Also, just grouping the values into good (3 and 4) and bad (1 and 2) won't make the actual information any fuzzier per se, you just lose some information. It takes considerably less time to compare two numbers and two words. After all, which one would you choose: "phenomenal" or "mind-staggering"? Whatever the semantics the original designer has imposed on those words, it is not necessarily the same the player would think. Just changing numbers to words is not all that helpful, and most certainly it gets a lot less across to me, as the player, yet this is a question of opinion. At least have the option to display numerical values instead of words, if you personally hate seeing numbers.

Your point conserning the frame of reference, however, is completely valid. 100% doesn't mean anything by itself, and neither does 27894. This should be defined in game terms. However, just arbitrary words like "moderate" or "great" don't mean anything either, if you don't define them. Moreover, such words are relative (one year is next to eternity for a microprocessor, but a mere instant on an geological scale, so saying that something takes a moderate amount of time requires a frame of reference).

Quote: Original post by Pxtl
A simpler, mathematical solution is having an "armour value" that is taken off of all attacks.


You could have different types of armor and different types of damage. However, just balancing it like paper-rock-scissors-style is lame. Empire Earth does this to a ridiculous degree, where the invisible sniper unit can practically kill any infantry unit with one shot, but several heavy machine guns take a whole lot of ammo to kill the sniper.

Quote: costasgr43

  • health, that will be in form of energy, meaning healable. It will be decrease if dodged, hit by a hammer that will not kill him, a bow that hit him at the shoulder etc.
  • hit points(why? why? why?), that will not be healable and will specify the "power" needed by someone to kill him. So, if a hit (swords, lances etc will have infitive HPs attack that will kill a unit no matter how many HPs it has, or something like that (very great creatures ,ie dragons, may need several "killing" hits)) wont kill him it will reduce his health.


As Madster said, this is confusing. I'd rename the hit point concept (as in the quote) as something like constitution and (if I understood correctly) the health would be closer to the fatigue attribute in some sense (or indeed the original hit point concept). I like the idea, but the terminology could need some work.
Fundamentally, hitpoints shouldn't exist at all. In the real world, nothing has hitpoints. It has _damage_. Megaman has hitpoints. Real people have injuries.

A realistic model of damage:
wounded: the unit is hurt, and can no longer fight, but can still move.
incapacitated: the unit is immobilized, but can be repaired (or healed).
destroyed: the unit has salvageable equipment/ammo.
obliterated: the unit is a spot of grease on the ground. Walk on by.

Vehicles can also have subcomponents (like turrets) that can be "damaged", "destroyed", or "exploded" - because they're immobile static attachements, the distinction between "wounded" and "incapacitated" would be redundant. In extreme cases, the turret could cause a fire or munitions explosion that would damage the main body.

"Health" would be reserved for infrastructure purposes - how fatigued your troops are, how much fuel and lube your tanks have, etc. Some units would lose "health" at varying rates when wounded or incapacitated and would require stopgap measures (field medics, firefighters, emergency landings) to avoid becoming incapacitated or destroyed. Since "health" refers to rations and medkits as well as injuries, units could regain "health" by picking through the dead bodies and destroyed vehicles for rations and supplies. Ammo would be another issue - in war, the ammo dump is a major liability, both because it is strategically crucial and also because it is rather scary to defend somethign that will likely destroy the entire defense force if compromised.
-- Single player is masturbation.
Quote: Original post by Grim
You could have different types of armor and different types of damage. However, just balancing it like paper-rock-scissors-style is lame. Empire Earth does this to a ridiculous degree, where the invisible sniper unit can practically kill any infantry unit with one shot, but several heavy machine guns take a whole lot of ammo to kill the sniper.


Actually what Empire earth did to balance was nested rock-paper-scissors.
So within each class you have 3 subclasses. I believe it was only 2-level, but i only tried it, it could have more levels.

So, lets say we name the 2 levels in order, such that rock beats scissors, and rock-paper beats scissors-anything. Then you see that there is only one (as before) equal unit for each unit, and four units that overpower/underpower your unit.

two level, comparing aganist Rock-scissor:

Scissor-Scissor loses
Scissor-Paper loses
Scissor-Rock loses

Paper-Scissor wins
Paper-Paper wins
Paper-Rock wins

Rock-Scissor equal
Rock-Paper loses
Rock-Rock wins

in Empire Earth, the names/models for each unit were different by nation and age, until it was very difficult to see the relationship. Also there were bonifiers and such.

Also, about heavy machine gun fire: Most people forget that this is a suppresion weapon. Its accuracy is horrible. It's supposed to make people run for cover and stay there. Using a heavy machine gun to kill a particular target is like lobbing grenades at him. They may hit, but thats not what they're really for (because as you know, grenades are mostly to flush out from cover sites)

i'd like to see these concepts represented in an RTS: flushing and supressing.

edit: detailing Empire Earth nested rock-paper-scissors
Working on a fully self-funded project
I suggest you check out the 'advanced combat' in GURPS (Generic Universal RolePlaying System). It covers all the things you want (thing like passive defense vs active defence, how it can be hard to kill a stone wall with a sword, etc), and from the systems I know it has the most realistic, number-heavy combat out there. Stay away from the rest of the system(attributes, skills, and to a much lesser degree magic/psionics/etc) though (at least as of 3rd edition, I haven't read the newest one).

I'd say you should adjust the stats (instead of so many, perhaps have 'Strength' and 'Dexterity' for physical and mental, where strength = damage done {via sword or spell respectively} and dexterity = damage doged {sword or spell again} and health is not an attribute at all but just a number.

Also, instead of having the full range from 3-18, maybe change it to be 1-4 and use three 2 sided die(minus 2) for everything to make the numbers easier and more judgable. Making simple adjustments to the GURPS system and leveraging the fact that the computer can do all the calculations effortlessly can make a detailed game that is easy to learn and difficult to master as a game should be =-)
"Walk not the trodden path, for it has borne it's burden." -John, Flying Monk

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