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Rise of Nations -- Time for your ideas!

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  • #91
    Re: Unit grouping/formations

    Originally posted by Dale
    One thing I'd love to see is REAL unit grouping/formations.

    - Anchient eras: not much grouping or formations. Mostly people acted as individuals.

    - Medieval eras: catapults/trebs way out back, bowmen middle, infantry centre, cavalry flanks. And their formation is in lines.

    - Renais eras: similar to Med where artillery is at the back, and riflemen at the front in ranks with cavalry on the flanks.

    - Modern eras: corps running around where it's possible to have artillery miles back, infantry skirmaging and tanks blitzkreiging around the flanks.


    This type of formations would be awesome! Also, if possible have some standard tactics that your battlefield generals can automatically order. IE: click a button and suddnely the riflemen retreat under an arty barrage, the enemy advances seeking the ground, and the cavalry out-flank to cut up the reserves. All this as one order.

    Also, when armies are marching around the map, make them march in some semblance of formations!

    Oh, and you must be able to group and store armies on quick-keys (like command & conquor)



    Is this too much?
    Formations are very interesting to me. I play a lot of turn-based war games, and this will be my first time thinking about group efficiency in an RTS context. Here it goes:

    - individual UNITS stay in combat as long as they have both HEALTH and MORALE. If a unit runs out of morale, it will attempt to flee the battle field (to a marshalling area near a commander, for example, or even back into the civilian population). A unit that runs out of health dies.

    - HEALTH deteriorates as a unit comes under attack. This rate is modified by strength of attacker weapon, defender armor, etc. (In the real world, few soldiers remain combat effective through multiple wounds. What health represents here should be a combination of tactical position and physical exhaustion that makes the soldier vulernable to receiving the fatal blow. This way it is reasonable that the health meter can be recovered after battle for the men that have survived. Medical services do not affect this health, which is regained naturally; rather they allow the player to recover some of the “bodies” left on a battlefield back into the army or the civilian population.)

    - MORALE deteriorates as a function of the rate at which health is falling, AND it depends on the cohesion of the FORMATION the unit belongs to.

    - UNITS gain morale in part from being inside a well organized FORMATION (one where units counted on for support are in their approximate place, such as to your side or to the back). A perfect formation standing still gives its units full morale. As the formation is disrupted during movement and combat, unit morale deteriorate over time.

    - maximum disruption occurs when a formation is forced to engage an enemy from an unexpected direction, as its units respond to the threat with out-of-formation maneuvering.


    Some examples of what health, morale, and formation can mean for gameplay.

    - when marching into combat, it makes sense to keep units in formation, since morale drops quickly as units fall out of formation.

    - A group of units ordered to maintain formation in combat may hold its back rows in reserve while the front is engaged in battle. This is how DEEP FORMATIONS can stiffen morale.

    - against a weak or fleeing enemy not expected to withstand the early shock of battle, units can be ordered to melee to maximize damage inflicted.

    - flanking attacks are devastating to formation morale.

    - As low morale units flee from battle, they become less able to defend themselves, less threatening to the enemy, and thus their health becomes more vulnerable to attack. A fleeing unit further hurts the cohesion of his whole formation, thus causing morale failure to more units, and so on. This way, depending on their training, an entire formation can be routed from battle while much of its health remains in tact.

    - formation MAXIMUM MORALE (as gained from standing still in formation) can depend on factors such as how long a formation has been assembled, how many times it has engaged in battle as a formation, etc.

    - While health reflects on the combat power of his individual units, morale reflects on how the player is managing the battle. By having both indicators, the player can tell the difference, for example, from a battle lost due to bad equipment versus another one lost to bad leadership.

    - World War I infantry do look silly attacking in line formation. For modern units, formation cohesion should represent the state of command and control, rather than whether units are physically lined up. State of command and control can depend on casualty rate, suppression fire, direction of attack, etc.

    - Formation efficiency can represent a technology area in itself. The Greek Phalanx, for example, in addition to heavy individual armor, represents a formation technology that maintains tight discipline toward the front. Its flank vulnerability can be modeled by having unit morale depend heavily on flank support being in place.


    Now I *have played* some RTS games such as Starcraft and AOE. This level of control seems doable to me if done right. Interface wise, pretty much you highlight a group of units, say form formation, you can then order them around as a formation. Formation morale discourages micromanaging individual units, because isolated units are not very effective by themselves. This way we get more realistic battle management, while we can still see what's going on with individual soldiers and their contribution to the battle.

    This is different from the Shogun: Total War system in that formations are dynamic entities designed and managed by the player. Its power, rather than being prescripted inside a table, comes from how individual units interact in battle. Formation cohesion will depend realistically on terrain and maneuver, and will depend also on the vagaries of individual unit behavior.

    ***

    Something else I’ve wanted to see in RTS games is supply. Supply is a real world limit to sprawling empires. Units should lose health as they move, representing loss to fatigue and wear and tear on equipment. Health is recovered through consuming supply – thus it requires supply both to move and to fight. Supply duty can be given to “smart peasants”, who can ferry supplies from source directly to a formation, or to a depot for later distribution. Units can also forage automaticly from the local land. Essentially, supply puts the limit on the tempo of operations. The player needs to care for his armies to keep them combat effective deep inside enemy territory, but does not otherwise need to worry about providing food to keep his troops alive.

    Modeling supply seems more in keeping with the multi-hour long epic game than the lunch hour clickfest. MAYBE make it an option for the epic game style of play, which I truly hope will be there since I’m not the lunch hour player. In addition to resources and technology happening at a slower rate for the epic game, it would be interesting to see large scale military campaigns that require logistical preparation. Supply becomes a vulnerability that can be targeted and attacked. It adds a realistic dimension to maneuver strategy.

    Comment


    • #92
      Supply modeling might be interesting but I can't see it making for an exciting game to play.
      Jon Miller: MikeH speaks the truth
      Jon Miller: MikeH is a shockingly revolting dolt and a masturbatory urine-reeking sideshow freak whose word is as valuable as an aging cow paddy.
      We've got both kinds

      Comment


      • #93
        Originally posted by MikeH
        Supply modeling might be interesting but I can't see it making for an exciting game to play.
        It makes conquering distances harder. But you're right, it's really for the epic game type of play.

        I wonder what will be the maximum size for the game map.

        Comment


        • #94
          On the one hand, RoN looks pretty promising. And I will play it. OTOH, I don't think I'll get any much too addicted to it, and that's not because it's RTS - nothing wrong with that, but because of game length.

          Brian, is this right that games last somewhere 60-90 minutes usually? Of course, RTS games are meant to be quick and everything... and that's what makes them pretty much action-oriented, even if they have the strategic depth that RoN surely has.

          One of the things I love about Civ is play time - I play one game for many hours, and just can't finish it in one day - a game can easily take about 20 hours to complete, and longer games go all the way up to the 40 hour mark - I enjoy it.

          Good luck with RoN to BHG!
          Solver, WePlayCiv Co-Administrator
          Contact: solver-at-weplayciv-dot-com
          I can kill you whenever I please... but not today. - The Cigarette Smoking Man

          Comment


          • #95
            I was hoping the game would be more of a cross between TBS and RTS like EU when I first saw it. Still it sounds good, I'll buy it if it looks like it'll live up to your other games
            If you want player response why not set up a forum on your site. Just look at paradox and the community that's practically living at their site.
            Destruction is a lot easier than construction. The guy who operates a wrecking ball has a easier time than the architect who has to rebuild the house from the pieces.--- Immortal Wombat.

            Comment


            • #96
              As far as formations go, I'd like to see something like what was done in Gettysburg (a game that BR is intimately familiar with). IT dealt with formations in an intuitive, yet still detailed and realistic manner.
              Seemingly Benign
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              • #97
                Blind vs. open tech research

                What I would like to see in RoN, I can't really put into one word...
                A mix of the "reasons for discovery" tech method (ie, you accidently plant a raspberry seed, now you can grow buses), and the "click the button method. Why? Well, some things, like said example, would happen by chance. However, Edison didn't just put a piece of metal to electricity and "Thus, there was a lightbulb. And it was good." He tried and tried hundreds of metals and lengths until he got it right, finally producing light that was good. Same with cancer. They're researching cures for cancer, not just throwing random x into random y, wondering if something will come out of it.
                Now, I know this would seem more befitting of a TBS (ex. a mix of blind tech research, i.e. SMAC, and normal Civish research), but I think it would work in RoN, too.

                Just a thought.
                I AM.CHRISTIAN

                Comment


                • #98
                  I want to see formations too. Ala Gettysburg or Myth. Hotkeys or hot buttons right on the screen.

                  Thanks.
                  "In Italy for 30 years under the Borgias, they had warfare, terror, murder and bloodshed. But they produced Michelangelo, Leonardo da Vinci and the Renaissance. In Switzerland, they had brotherly love. They had 500 years of democracy and peace. And what did that produce? The cuckoo clock."
                  —Orson Welles as Harry Lime

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                  • #99
                    new to this forum,but this looks like a brilliant plan by brian,asking us for our opinions and stealing ones he hadnt thought of for his game.
                    if you want to stop terrorism; stop participating in it

                    ''Oh,Commissar,if we could put the potatoes in one pile,they would reach the foot of God''.But,replied the commissar,''This is the Soviet Union.There is no God''.''Thats all right'' said the worker,''There are no potatoes''

                    Comment


                    • im sorry if this has been mentioned before but i don't have enough time to read this whole thread since i just joined the boards.

                      i have the idea of nations changing their names according to history.
                      eg. Romans becoming Italians in the medieval ages, Russians becoming the Soviets in the 20th century, aztecs becoming Peruvians etc.

                      i mean wouldn't it be a little bit funny if you would play with Romans in the nuclear age?

                      Comment


                      • how about the idea of giving nukes to nations which actually have them?
                        eg. give only Russia and America the technology to develop nuclear weapons in the information age but give other countries certain advantages in the same age, like cheaper research into different technologies or cheaper units.

                        Comment


                        • pakistan,india,china and the UK all have nuclear capability i think.not just russia\USA....
                          if you want to stop terrorism; stop participating in it

                          ''Oh,Commissar,if we could put the potatoes in one pile,they would reach the foot of God''.But,replied the commissar,''This is the Soviet Union.There is no God''.''Thats all right'' said the worker,''There are no potatoes''

                          Comment


                          • Originally posted by Cataphract887
                            pakistan,india,china and the UK all have nuclear capability i think.not just russia\USA....
                            so do israel, south africa, france and other countries but their total amount of Nukes in Megatonnes is about 1/30 of what USSR had before SALT II so they can be given certain amount of nukes in the game but not that much, which brings me to my next idea:
                            how about giving most nations nukes but letting USSR and USA have a bigger amount of nukes that anyone else.
                            eg. England is allowed to have 1 nuke while USA 10 nukes.

                            Comment


                            • how about the idea of making an army while recruiting civilians.
                              eg. in a barrack when you order a unit an idle worker goes to the barracks and becomes a unit. thus making the game more realistic.

                              and another idea, how about having 2 types of armies.
                              1. conscription
                              2. mercinaries

                              1. as i stated above
                              2. have a diplomatic centre like in cossacks and order units from there, they will be better trained and have more health but will be more expensive and will take longer to train (since a ship/caravan carrying them would arriveto the diplomatic centre0

                              and what about the idea of buying units from your allies.
                              also in the diplomatic centre, they would be really cheap and have health of that between the mercinary and a conscript.
                              eg. order a certain amount of units which will fight for you, but in an event of war against your ally they will turn on you making the concept of diplomacy more realistic.

                              i hate it in AOE when my ally for no reason puts tons of units on my territory and all of the sudden declares war on me, and kicks my ass while my army is on another island.

                              Comment


                              • another idea from me!

                                how about making certain diplomatic pacts.
                                like a no-attack pact with your certain enemy and if he attacks you a certain amount of his money which would be negotiated during the signing of the pact will be transfered to you.
                                or a non-nuclear war pact with your enemies in the latter part of the game.
                                and how about making trading pacts with your enemies/neutrals.
                                ie. their military units dont attack your merchants, but your merchants cant be used as scouts, coz the fog of war(if there will be one) will cover them.
                                i read that the only way of getting gold is by trading, so what if u play 1vs1 you need to get gold somehow.

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