Alright everybody, time for an update here.
Support for different battle logic is complete. When this rolls out in the test galaxy, existing galaxies will be entirely unaffected. Score a point for modular code!
As for the logic itself, it’s coming along nicely. There are 3 key differences that will change battle entirely.
To re-emphasize, this will be heavily tested and adjusted before being used in any real galaxy.
Pre and Post Ground Deployment
Pre and Post Ground Deployment
Even though we wanted to get entirely away from turn-based, we still need a bit of this due to the nature of transports and ground troops. Everything can’t happen in a single step because ground troops need to leave the trannies.
We are still getting away from the existing phases of battle and having all units fight each other simultaneously, it just happens twice: once before ground troops land and again after.
Everything can hit everything
Everything can hit everything
Every unit has the following:
- Air attack
- Air defense
- Ground attack
- Ground defense
Interestingly, even buildings already have this on the database side, it just isn’t used by the code.
What this means though, is that any unit or building can target any other unit or building. A bomber can target a building (targeted bombing), a droid can target a fighter (rocket launcher), a building can target a transport (anti aircraft guns), etc.
We likely won’t go all out with this at first, but I at least want to consider what it means for bombers to be able to target buildings. This will likely make nukes obsolete in their current form, which I am fine with because their current implementation is kind of silly.
Targeting options
Targeting options
The biggest math challenge has been figuring out how to distribute damage in a setup that is no longer turn based. I’ve been experimenting with 2 options, and ideally will support both and let players choose which they want on a per-battle basis for attackers and by a default-behavior basis for defenders.
1. spread by target unit ratio
Fire is drawn according to the ratio of target units. For example, if I send 10k droids and you have 8k droids and 12k soldiers, my droids would match your split: my 4k droids hit your 8k droids, and my remaining 6k droids hit your 12k soldiers.
I would lose most of my ground troops, and you would incur losses fairly evenly.
This is similar to how it works now.
2. focused on target order
Instead of spreading, you could order your units to focus on a single unit at a time, and only move onto the next one if the primary target is destroyed. For example, if I send 10k droids and you have 8k droids and 12k soldiers, I can say to focus 100% on droids first because I know you have an iron shortage. My remaining (unfired) droids would then move onto soldiers.
I would lose most of my ground troops, but you would lose most of your droids.
This is very different than how it works now.
Any one of these things would be a huge improvement over what we have now, but the combination of all 3 is going to make things very interesting. The biggest challenge, once all the math is worked out, will be presenting it in a way that isn’t overwhelming or too confusing.
We’re going to need to figure out reasonable defaults for the 80% of players to use if they don’t care to optimize further. If we do this right, the game will still be fun if you don’t bother with this, but will offer a ton of strategic depth to those who do.
A crazy-sounding example
As an example of how crazy this could get, imagine the following battle:
You:
- 1k bombers
- 5k fighters
- 200 transports
- 5k droids
- 15k soldiers
Your target (main + stationed)
- 5k bombers
- 10k fighters
- 5k droids
- 5k soldiers
- 100 lasers
- 100 collective building defense
What happens:
Pre-ground deployment
-
Your bombers drop bombs on everything except defending fighters
- If your bomber force is larger than necessary, “unused” bombers provide light attack against enemy air units.
-
Your fighters attack defending air units
- If your fighters force is larger than necessary, “unused” fighters provide light attack against enemy ground units.
-
You transports optionally provide light attack against enemy air and ground units as they land.
Meanwhile, for your enemy, they target all of your air units with:
- Defending fighters (same as now)
- Lasers (similar to now)
- Building anti-aircraft (new)
- Ground units light anti-aircraft (new)
Post-ground deployment
Everything from before happens again, but now the following also occurs:
- Your ground troops now target enemy ground troops but also provide light anti-aircraft if able
- Your ground troops, if configured, also attack buildings as directed
And for your enemy:
- Your enemy’s defensive bombers deploy to target incoming ground troops, and optionally provide light attack against your fighters if able
- Your enemy’s fighters, if able, now also target your ground troops
- Your enemy’s buildings target your ground troops (snipers towers?)
It’s gonna be very messy as we test out the initial versions, but if we can pull it off in a way that feels smooth and not confusing, this will breathe a ton of new life into the game. I also think it will change the pacing entirely, and make it harder for any person or group of people to stay on top.
Everything described above, as crazy as it all sounds, will be reflected entirely in an easy-to-read battle report as is done now.
Casual players will be able to play it simple and still be competitive, and tinkerers will be able to tweak to their heart’s content to optimize their attack strategies.
As for timing, I’m taking a break on this for awhile to work on some features to help everybody adjust to UA. However, this new attack stuff is still a top priority.