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  • Military/Combat System - Whatcha Think?

    I tried to put the whole doc here, but it wouldn't fit. Here's a link to the whole thing. http://people.mw.mediaone.net/markev...ash_combat.htm

    Below I've appended the Introduction. There are no details in the intro, it just sketches out the system as it stands. Please go to the link for the whole story with tables of information and many more details.

    Let me know what you think, good or bad...

    -Mark




    Proposed Clash Combat System


    We're trying to bring to Clash a more realistic combat system than what
    is available today civ-type games.  However, clearly the realism needs
    to be balanced with playability.  I'm putting this up here now so
    that people can look at it and criticize the general system, or certain
    elements in it.  I don't think that the actual decisions the player
    has to make will turn out to be very complicated in this system. 
    Even though the system is complicated, the decisions should be relatively
    simple.  I'd like to hear everyone's opinion on that issue. 
    There are also a lot of sub-areas of the system.  If it is felt that
    the whole system is too complex, various of these can be simplified or
    eliminated from the system.


    This piece of my proposed system will be heavy on combat, and not give
    too many details about strategic issues.  My thoughts on those things
    will have to follow shortly.  First, I'll give an overview of the
    general system including the strategic elements, and then focus in on some
    high-level specifics for the combat system.


    The system features the following elements:
      [*]
      Simultaneous Movement
      [*]
      Army Groups
      [*]
      Military Power Levels that give the right combat Power for units of various
      ages
      [*]
      Combined Arms Effects
      [*]
      Reasonable Combat Outcomes
      [*]
      More Strategic combat system, with a distinction between strategic and
      combat movement rates
      [*]
      Effects Of Supply
      [*]
      mobilization and demobilization effects
      [*]
      Good AI
      [*]
      Football-Play Type Simplified Interface for those who don't want to micro-manage
      combat[/list]
      Simultaneous movement is good both for practical reasons (in multiplayer
      everyone can do turns at once) and "stylistic" ones (it makes planning
      much less "surgical" than games in the genre).  I think simultaneous
      movement gives a lot of good feel to the game with a relatively small amount
      of resulting problems.  One thing it does require is a "support" order
      system so that one army / column can support another "automatically" when
      it is attacked (a unit/army could also have orders to support/protect a
      square its not in).  IMO we don't want the player always questioned
      about "mid-move" issues (I would not allow the player to modify their movement
      slightly before it is implemented; that seems to me more of a field commander
      call rather than overall strategy).  However, some way to include
      "new" information gotten from scouts during actual movement would need
      to be included to make the automatic last-minute corrections that a field
      commander would.  One other issue that arises while using simultaneous
      movement is that the distance moved by units in a given turn can't be too
      great.  If the distance a unit can move is too large then it becomes
      increasingly likely that some information would have become available in
      mid-turn that would have changed the movement orders.  This would
      be very clumsy, and annoying for the player.  For anything more than
      a few squares per turn I think we will need to sub-divide the turn into
      phases.


      An Army Group (name and writeup by Andrew W.) is a collection
      of units, built individually and combined into one force.  They would
      have a strategic movement speed of the slowest unit, and an overall strength
      rating, that takes into effect the combined arms capabilities of the units.
      (Ie cavalry gives you a mobility bonus, artillery gives range weapon bonuses,
      and bonuses against defenses, bombers might ignore ground defenses and
      so on.) Individual units can be removed from the group and added at will. 
      For example a civ might have Army Group 1 with the following units.

      2 x Cavalry

      4 x Phalanx

      3 X Skirmishers

      An Army Group with only 1 or 2 types of units would be somewhat limited
      from a "combined arms" standpoint as some units are more effective against
      some, and weaker against others. Diversity is generally needed to make
      a successful Army Group.  This concept will lead to more realistic
      handling of armies, and speed up game play, since you don't have to move
      dozens of units individually.  Enemy Army Groups could only be spotted
      if they are adjacent to one of your AGs or squares, or by scouting (spies,
      planes, satellites etc).  The contents of the AGs can only be found
      out during battles or by spies (though sometimes they may get it wrong...)
      If AGs meet while they are moving, and depending upon their orders, they
      would battle.  After the battle concluded, they may be able to continue
      their projected movement.  During and after combat, individual units
      within the AG will take damage and/or give ground based on their individual
      roles in the combat.  (And of course with a heavy random element). 
      For instance in Napoleonic warfare troops that give a "shock attack" advantage
      to the army would tend to be heavily damaged in "even" battles.  In
      even battles that are lost, those shock troops would sustain Very heavy
      losses.


      Military power as a function of technology is modeled through
      the use of a technology levels system.  In addition to having a combat
      strength, each unit has a technology level associated with it.  (Perhaps
      this will be split into offensive and defensive technology levels, as discussed
      later)  When the technology levels of the combatants differ, they're
      effective power per individual diverges exponentially.  Specific examples
      will be cited later.  To illustrate the point, Napoleonic infantry
      (with muskets) are about 28 times as effective as a similar number men
      in, say, an ancient phalanx formation.  However, the civ experiencing
      the humiliating defeats of its phalanx-based military would IMO be stimulated
      to change the structure of its combat units.  After repeatedly fighting,
      and getting demolished by, Napoleonic infantry they'd change their fighting
      style so that they were much less of an easy target for the muskets. 
      (They'd probably lose the pikes too, since such long pikes are virtually
      useless unless the unit is in tight formation.)  In this way the ancient-technology
      army could be using a much better "defensive" technology while still using
      ancient hand-to-hand weapons.  The ancient civ would still be at a
      disadvantage, but its new tactics will have bought it significant advantage
      with respect to its previous position in combat.  Using novel approaches
      to combat, the ancient troops might eventually have only a disadvantage
      of about a factor of two.


      Almost as important as the technological level of the armies is their
      level of training, morale, operational support, leadership, cultural value
      placed on the military, and other factors.  I can't say for sure at
      the moment how many of these we will model, but we will certainly include
      an overall combat effectiveness value (CEV) for each civ.  I have
      taken this particular term from Dupuy.  Its sums up all the myriad
      factors that contribute to in army's success.  Historically, certain
      armies have had success far beyond that expected given their manpower and
      weapons systems.  CEV is a way to account for these effects. 
      The CEV will act as a multiplier of the military power of a given unit,
      either increasing or decreasing it from its "expected" value.  This
      CEV will not be constant for a civ, but will change over time due to both
      player actions, and factors beyond his or her control.  When a new
      weapons technology is used, the CEV with it will be significantly worse
      than before.  As the generals use the new technology, and find its
      strengths and limitations in battle, the CEV will improve.  New technologies
      and cultural improvements such as writing, or the telegraph can also positively
      influenced a civ's CEV.


      After technology differences, another important feature is the use of
      combined
      arms effects
      , since the most successful armies are often the most flexible. 
      An Army composed of infantry, mobile units (horsemen, or tanks), ranged
      weapons (from bows to artillery), and airpower and seapower if available,
      is stronger and more flexible than the sum of its parts. For instance,
      mobile unit effects are usually devastating on an open battlefield, whereas
      the mobile units are almost useless on extremely rough terrain.  Also,
      a significant superiority in the power of mobile, ranged attack, and air
      forces will give disproportionate advantage to the side that has such an
      advantage.  I have a simple system sketched out to handle these effects,
      although it probably needs refinement.  In addition to combined arms
      effects there will be the usual sort of bonuses for the presence of fortifications,
      armies dug in, terrain, etc.


      The system should generate reasonable combat outcomes in terms
      of casualties and territory taken.  The character of a combat, and
      its outcome, will depend on the missions of the armies involved as well
      as their strengths. Armies will have  missions determined by the player
      or AI.  For instance, the mission on a given front might be to "destroy
      enemy army" or take X strategic city/territory, or destroy infrastructure,
      or even "make a pain of yourselves, till they buy us off".  Defensive
      orders might be: defend at all costs, roll-back in order with a scorched
      earth policy, or 'get the H out of there'.  Depending on the missions
      of the two armies and their relative forces, more or less casualties will
      be sustained by each side, and ground may or may not be taken.  Since
      this is a strategic game, I am inclined to make little effort to model
      individual battles.  The outcome in a single square might consist
      of one or a few sharp battles, or a continuous campaign. In order to produce
      a little more variety in the battle outcomes we might break down the contest
      in a square into say three phases.  This would allow for better modeling
      of morale and other effects.  If the first phase were a clear-cut
      victory, the defeated side would try to retreat to avoid annihilation,
      and another battle might or might not be fought.  The player IMO,
      should only see the outcome in terms of ground gained or lost and casualties
      sustained. However, the player should be able to get a description of the
      battle and what went right or wrong after the fact.  Since societal
      factors will actually influenced the success of armies in Clash the player
      may actually be able to do something with the detailed information of one
      went on in a particular battle. Casualties will typically be of order 25%,
      but vary by a great amount depending on the specifics of the battle. 
      Battle will generally not be "to the death".  Frequently a defeated
      unit will retreat.  Only if the attacker has a sufficiently dense
      net around the unit will a defeat in combat be ultimately fatal.


      I think civ-type games can use a more strategic combat system
      The use of Army groups instead of large numbers of individual units will
      help significantly in this regard.  For the case of ancient armies,
      even in a micro-management mode, the player will have to move very few
      "counters".  Modern armies will be significantly larger, and more
      difficult to micro-manage than ancient ones, but still should be smaller
      in the number of counters than the equivalent in other games in the genre. 
      Because we are including the economic effects of keeping an army fully
      mobilized, the decisions of the level of mobilization of forces will be
      an important strategic one for the player.  A relatively smaller standing
      army will have beneficial effects for the civ's economy, but will leave
      the civ more vulnerable to a rapid attack.  Also, the system will
      make a distinction between movement in and out of combat.  Movement
      across safe territory will be about three times as rapid as movement in
      combat circumstances.  Unopposed movement in enemy or contested territory
      will be about twice as fast as combat movement.  These specific numbers
      may change due to current suggestions or play testing, but I think the
      concept is very valid.  (Thanks to team members for this suggestion.)


      The necessity to supply military units with provisions and ammunition
      plays a very large part in their capabilities.  I think we can actually
      handle supply in Clash without significantly hassling the player. 
      The basic idea is to use dedicated merchants (already need to be coded
      anyway) to supply the troops.  All the player need do is say how much
      money they're willing to spend to supply x front.  The merchant/supply
      manager does the rest.  You would build essentially a special class
      of merchant that would try to purchase goods from the surrounding area
      (or home, if transportation is good enough). This supply unit would travel
      with large armies and provide feedback to the army commander about whether
      (and at what price) it would be able to supply the army if it went to spot
      X. Units that were not fully supplied would fight at reduced effectiveness,
      or have the need to forrage for supplies, reducing movement.  Mongol
      Horsemen could probably forrage fairly effectively, modern armored divisions
      hardly at all. Using a merchant that goes out and buys supplies for you
      has the advantage that the player doesn't have to orchestrate the supply
      itself, but only decide if the price of supply is worth it.  A bonus
      of this supply system is that supply lines can be attacked.  This
      allows proper modeling of a modern envelopment battle, one of the coolest
      martial activities known to man ;-).  In addition the supply system
      would give a lot of correct flavor in terms of Where large armies could
      go historically, with little loss in smoothness of gameplay.


      Mobilization and demobilization effects aren't completely thought
      out yet, but I think we need them.  One thing games in the genre tend
      to miss is the enormous cost of waging war.  Demobilization of most
      of a civs troops when the civ isn't at war is a natural response to this. 
      Active units should get paid in money at probably something like 1/2 the
      average PCI (per capita income) for the civ.  Mercenaries should get
      paid a lot, maybe twice the PCI.  Exactly how much mercenaries get
      paid will probably depend on the market for troops.  Non-mercenary
      units can be put on reserve status.  The people in the unit will be
      added to the local economy wherever they are demobilized.  Reserves'
      skill levels will decline rapidly unless trained.  Training would
      cost money, something like 1/5 of the salary active units draw.  Reserves
      could be mobilized anytime.  On the turn they are mobilized, they
      would just sit in the square where they were de-mobilized, but can defend.


      Good AI is really a different subject from the game design, which
      is what I want to get at here.

      The football-play type simplified interface relies on good AI. 
      I'll talk about both of these at another time.
    Project Lead for The Clash of Civilizations
    A Unique civ-like game that will feature low micromanagement, great AI, and a Detailed Government model including internal power struggles. Demo 8 available Now! (go to D8 thread at top of forum).
    Check it out at the Clash Web Site and Forum right here at Apolyton!

  • #2
    Sneak attacks what do u think about that, hiding ur units in the bushes. I think that would be great. By the way think u guys are doing a great job. Really got a good look at the game, when i visited ur site.

    Comment


    • #3
      Some thoughts on your model....

      Engineering effects on combined arms.... V IMPORTANT !!!

      In the modern day and age, the Engineers are the most taxed army corps. Assault Engineers were the first to be amphibiously landed in the Gulf War (to clear minefields + destroy defenses)....

      Anything more than a basic fortification needs heavy engineering construction units, and even when only simple trench-digging or sandbagging is required, the look on a tired infantryman's face when the bulldozers turn up is one of immense relief.

      Without engineers, infantry units must exhaust themselves after each march by digging themselves in. A bulldozer can cut the time required from hours to minutes, and allows the infantry time to recuperate.

      Even in medieval times, 'sappers' were used to tunnel under castle walls in an attempt to undermine the foundations. They were also trained in construction of barricades and booby traps etc.

      Indeed the word 'sapper' is derived from the verb 'sap' which means 'to dig'.


      The main engineering functions are:

      construction + supply (accomodation, fuel pipes, digging water wells etc.)

      mobility (mine-clearing, bomb-diffusion, overcoming obstacles e.g. bridge building)

      counter-mobility (mines, booby traps, demolitions etc)

      attack (destruction of defenses, constructing 'improved firing positions' for ranged units and heavy guns etc.)

      defense (fortifications, especially for armoured formations)


      Effects on gameplay:

      'Engineering Superiority'

      - increases friendly mobility in difficult terrain

      - decreases enemy mobility

      - adds a friendly defensive bonus

      - decreases enemy defensive bonus

      - increases strength of ranged units

      - increases speed of fortification building

      - increases construction of more complex fortifications (if different levels of fortification will be modelled)


      The 'Engineering Superiority' effects should be calculated before mobile or ranged superiority....

      Jim

      btw I'm probably biased, having been a reservist combat engineer, but one of the most pivotal weapons of WWII was the CET (combat engineering tractor); hence I think engineering should play a big part in battles.

      Comment


      • #4
        Bergman:

        I think that everyone is Always trying to surprise everyone else. I'm not sure how to model that in a strategic system. The stand-in is the general competence of the armies involved. You can be fairly sure that the Mongols will achieve some level of tactical surprise in most battles they fight against first-time foes. That would be handled with a large CEV. Of course there will be Strategic surprises, like the enemy punching thru your line in a weak spot...

        I think surprise of the type you're thinking about would belong in the tactical combat resolution piece that we may do. In that case I can clearly see hiding those extra cavalry behind those trees so they might have the fortune to hit the unsuspecting attacker in the flank or rear.

        Jim:

        You make a good case. And you made it more palatable by proposing exactly the game mechanisms to handle it . Can you stick some crude numbers on the particular areas you cite for different periods of history? We'll of course have to cut them in half because of your obvious bias

        -Mark
        Project Lead for The Clash of Civilizations
        A Unique civ-like game that will feature low micromanagement, great AI, and a Detailed Government model including internal power struggles. Demo 8 available Now! (go to D8 thread at top of forum).
        Check it out at the Clash Web Site and Forum right here at Apolyton!

        Comment


        • #5
          Dont know exactly where to put it in the game but i know sneak attack is an early combatstrategy in history. Maybe the mongols could invent some kind of early form of sneak attack, like invent an early form of tactics with the opportunity to do this, i think when the enemy unit is coming next beside ur unit it will just pop up and do an amount of damage. Of course this damage will have to be more powerfull than a normal visible attack. I dont know for sure how u are planing to do this combat system in the game, but u can take something from it, and do it ur way. This could be a special ability for the mongols. And the other nations could learn to do this, when they have been confronted several times.
          I dont know if this will complicate things, that is up to u.
          -Bergman-

          Comment


          • #6
            I love your idea of armies vs. units. This is the IMO it must be. Concerning the speed of the armies, I don't think it's such a big problem. All you have to know is the speed of your armies on a given territory, on a given terrain and with given orders. Then you just calculate the distance it can cover in that turn, and you move them (you have IMO quite a high sample rate with 100km*100km tiles). I think the order sytem should be complete, includung waypoints, but high-level : you talk to the general, he handles the details. One point : I think that, when anything special is spotted by this army, the leader (player) should be alerted and consulted on new orders (or just follow the current orders if possible).
            About spotting, I think spies, early warning units (trackers, scouters, AWACS...) and the like should be integrated in the armies, I mean under the order of the general of this army. He would use them to enhance its vision range, or even conduct deep spotting with spies, and thus be able to "sneak" attack or prevent surprise attacks if he has better spotting abilities than the adversary.

            Comment


            • #7
              PS : this would mean you would have a reaction phase between the end a turn and the beginning of the next one.

              Comment


              • #8
                I've just thought of something.I guess it doesn't really belong to the combat system itself, but I didn't know where to put it elsewhere, and it certainly isn't worth starting a new subject.

                "Transit attrition":even in the best of cases your units will suffer minor equipment losses during movement.Most of these losses would represent simple straggling or small details left behind for route security duties and would not be permanent: such lost equipment would automatically be assigned for later redistribution, when the given unit hasn't moved in the last turn.These losses could also represent fatigue, and reorganization after long movement.
                Obviously such attrition shouldn't occur when using a transport of some kind (rail, boats,...)

                Mikael

                Comment


                • #9
                  Two types of transit attrition have to be considered:
                  _the one described earlier, when those losses are assigned for later redistribution(not permanent.)

                  _the one that only occurs on tough terrain( swamp, desert, mountains,..)and that actually represents casualties(permanent losses.)Only foot movement would be affected and this would only take place if the concerned troops are too far away from their nation(not enough supplies getting through) and before you reach a certain level of technology.

                  Mikael

                  Comment


                  • #10
                    Mark, sounds like a lot of work. Good luck in pulling it off.

                    I assume you've read the posts I made back in the civII forums "suggestions for civ3" regarding concealment and ambushes/pre-emptive strikes. I'll make another plug for them here.
                    Questions:
                    What if a AG moves under "safe" conditions but actually gets attacked(via the above ambush or by another means)?

                    Many times in history enemy groups come within contact range but failed to detect each other(nighttime, low clouds, etc.). It actually bothers me that in civII I always detect the enemy when they come in range. Sometimes in SMAC I don't but I usually do. Anything to address this?

                    Regarding Vietnam-era army sizes and combat to support personnel, I have a report by Lieutenant Colonel Anthony Herbert on the "field strength" of the 173rd Airborne Brigade. The brigade had over 10,000 personnel attached to it, but approx. only 1,000 men were field combatants! The vast majority were involved in resupply, HQ, R & R activities; he includes artillery & engineering in non-com.
                    I'm consitently stupid- Japher
                    I think that opinion in the United States is decidedly different from the rest of the world because we have a free press -- by free, I mean a virgorously presented right wing point of view on the air and available to all.- Ned

                    Comment


                    • #11
                      Manu:

                      Waypoints are already in the spec. Also synchronized attacks and limited if-then logic (only attack if odds > 2:1)

                      Scouts and recon are a must, but we don't have a detailed implementation yet.

                      Mikael:
                      Hmmm, I think this is too detailed even for me . It seems to me this is a relatively small effect. I would make a similar point about disease though in certain areas. That can be a Big effect.

                      Theben:

                      I've read them all, but it doesn't mean I remember them so if you're willing to cut'n'paste I'm willing to look at it.

                      I think your point about armies missing each other is valid tactically. It should certainly be in the tactical system if / when we do it. Strategically I think its harder to make the case. They could pass each other in movement and not see each other IMO, but should probably know Something is there if they spend time next to each other. I guess that the game definition would be end the turn with unused movement points or something.

                      Wow, I knew the non-combat rump was big for modern armies, but I hadn't thought that big.

                      -Mark
                      Project Lead for The Clash of Civilizations
                      A Unique civ-like game that will feature low micromanagement, great AI, and a Detailed Government model including internal power struggles. Demo 8 available Now! (go to D8 thread at top of forum).
                      Check it out at the Clash Web Site and Forum right here at Apolyton!

                      Comment


                      • #12
                        Big 'non-combat' corps??

                        Of course, if engineering and artillery are considered non-combatants.

                        Only in Vietnam-type environments (especially regarding an 'airborne' brigade) could those corps be considered non-combatants - generally they are by far the most omnipresent of all ground troops.

                        Artillery has been a HUGE part of any ground army since Napoleonic times, and engineers even longer than that.

                        Still, for realism purposes, are we going to model all support units, from dentistry to catering to laundry? That should be fun....

                        Jim

                        Comment


                        • #13
                          Hey, lets not forget about the whores :-).

                          Comment


                          • #14
                            Jim:

                            For ultimate realism purposes we shouldn't model support units but individual personnel! This is mess cook 2nd class Jones... where would you like to move him?

                            So what is a more enlightened value for average infantry ratio of non-com vs combattants?


                            Hrafnkell:

                            Please keep it clean, this is a family-friendly forum...
                            Project Lead for The Clash of Civilizations
                            A Unique civ-like game that will feature low micromanagement, great AI, and a Detailed Government model including internal power struggles. Demo 8 available Now! (go to D8 thread at top of forum).
                            Check it out at the Clash Web Site and Forum right here at Apolyton!

                            Comment


                            • #15
                              I don´t think the actual ratio of fighting men in a unit really matters so much in a game like this, unless we have a Very detailed supply system.

                              OTOH, the point is valid that throughout the ages an army (used in the term of a moving force) always has a ratio of ca. 3-4 'extras' per fighting man, often more.

                              I apologize for my bad english, of course I ment horse, not w****s :-).

                              Comment

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