You don't need to have any pilot characters. The ship crew can be implied, they are part of the ship and they are the major source of random results of the combat. Even if you don't say it, the player will assume there is some crew on the ship.
Or you can model it very minimalistic way, in MOO2 you have a "crew level" for each ship which can range from "green" to "ultra elite".
Anyway, you don't need to remove random factor from the battle and I would say you should not do it unless you have some important reason. If you let them calculate the outcome with 100% accuracy it is not a strategy game anymore but a game of chess.
Ahhh MOO2, awesome games. I was just looking at a graph of MOO2 yesterday actually and considering that mechanic. I have a group of "Once I get a few people playing and get some feedback of what they would like to see next I would like to implement something like this" ideas
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How do you plan to show/display battle results?
Would you make unit stacking system (with 1000 ships per side you can't really emulate them all separately in a browser game due to hardware limitations, I guess)?
The game is just one-vs-one ship fights. I'm trying to make building 'your ship' as important as possible. As for the results they are just text updates on a combat status page.
[quote name='boolean' timestamp='1325184811' post='4897868']I'm currently throwing together a PVP browser game and I'm wondering how best to handle damage.
Since the game is about ships battling in space, after a few versions I came to the conclusion that the targeting computers would be so advanced that it would no longer be a case of a hit or miss, but rather how well a ship hit it's target. Based on this idea, the to-hit rolls are actually a percentage, with that percentage of damage being applied to the other ship.
Are you certain? Taken a look at EVE online? Guns could potentially hit from a huge distance, and ships could move very fast. A small fast ship can be hard to damage, and opposite for a big slow ship. Small guns can rotate fast, big guns rotates slowly. There's lots to justify being able to hit or not.
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That's a very good counterpoint. Oddly enough the idea of super advanced targeting computers came out of my experiences with Eve
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The idea that computers 100's of years from now would fire a laser at a target in clear open space and miss seemed crazy. Unless the pilot (or the ships navigation computer) could erraticaly move faster than a turret could calculate them there would be no reason a turret should ever miss a shot. The to-hit roll then came down to how well the turret could lock onto important parts of the ship while it's tumbling through space, so while hitting the target might be easy, trying to hit it's engine would be very hard. Therefore the idea of ships rarely missing but causing varying amounts of damage came to be.
That being said, this might unbalance the game in areas I'm not aware. One problem that might crop up is that if you have a huge turret that does 3000 damage per shot, but the tiny ship it's firing at is very hard to hit. In this case it might only be landing a measly 10% on it's to-hit roll...that's still 300 damage, enough to one shot a ship. I guess it could be fixed by assuming that the to-hit percentage is harsher, so at 3000 damage it might actually have a -75% or something, but I just have a nagging feeling that something like this would slip through.
The deterministic rules that govern combat can still be very convoluted.
Good point. To further this the players have no control over who they fight, they basically enter themselves into a combat pool and then the server matches you up with another player, figures out the combat behind the scenes and the determines a winner (I'm also developing some post-combat stats you can read to get a better idea of what happened in combat). So while players will have a good idea of how their own ship will operate, they can't really predict combat 100% in advance since they don't know what kind of ship they will be up against.
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Since there seems to be a pretty even divide, I think I'll keep it so that the results of the match would be repeated forever given the same gear, but add in some items with a specific 'random modifier' attribute. For example, one of the weapons in the game is a flack cannon that can be used to destroy incoming missiles but if the enemy ship ever has its speed reduced to half, each 10 seconds there is a random roll of the dice to see if that flack can be used to hit the enemy ship. I think that might be ok?
I can always change it once the game gets going, but I think that MIGHT be ok just to start with.