I know this topic floats up sometimes, and I will be repeating ideas which were already voiced. But in this post I would like to focus less on
how squadrons should be implemented, but
why it's such an important idea for the game.
First, I'm a newer player and personally quite fond of the combat system. This style of combat featuring RTS with loose commands and AI autonomy caters to me a lot.
I don't like micro-heavy games (Starcraft, AoE and friends) and enjoy watching AI fumble around and do its own thing. Still, after playing through something like 30+ hour campaign found it... half-boring and half-annoying by the end. Why?
The reason, there is only one tactics which more-or-less consistently works: deathball. It isn't that hard to make the case. The ship combat is effectively a mob vs mob action. There is no coordination, there is no nuance, there is no planning. Simply concentrate as much firepower in one spot as you can and hope that on average your ships outgun the opponent. Because this is the only thing you actually can
reliably do.
Let's talk about actual squadrons.
Forming a squadron enables individual ships to follow up on three key behaviors:
- Stay together, move together, act together.
- Assist on target. In general, this is fine for squadron to target multiple enemies at the same time, but should keep this number to minimum if possible.
- Flux rotation. Ships are stronger at low flux and weaker at high flux. Weaker ships should try to retreat behind its allies to cool down/vent, and its allies should try to cover up for weak ones, especially during venting.
Despite being "simple", those have profound consequences.
First of all, it removes a lot of complaints about combat AI because it will look a lot smarter. Why AI looks dumb in the first place? The three behaviors above are naturally picked up by the player, quite often subconsciously. Since there is little control over individual ships, there is a reasonable expectation that AI will be able to perform those as well. Except it is not.
Group tactics require coordination between ships and since ship's AI is individualistic this falls outside its scope. Which leads to a lot of frustration and desire to micro-manage the ships since they seemingly cannot handle even the basic thing, forget any complex tactics.
Staying together empowers existing command system, making it a lot more sensible and impactful for the player.
Currently, you don't want want to give too many commands at once. Random ships will pick random commands, disregarding whether there is sufficient amount of force allocated. This effectively disperses your forces slowing execution of each order and makes your ships much more vulnerable to "hero's death" syndrome. On the other hand giving commands frequently is limited by command points, potentially leaving you in a vulnerable state if you run out. All of this further emphasizes few, rare, generic commands.
This collapses fleet command into one-dimensional endeavor. For my fleet there are only two orders: "fight around here" and "kill THAT thing right now". Every other command is worthless.
Harass, Avoid - what do they even do? The Follow command is in fact
harmful! Follower ships just hang behind leader apathetically watching it die without contributing at all. It seems like a good idea to use on non-frontline ships, but it often makes things worse. The assignment may cause some other random ships to join in, removing them too from battle. To add insult to injury, those ships are only concerned about keeping formation, so in case leader is surrounded and turn to a side to shoot a random frigate they readily float up into the frontline. Just because they have to stay behind the leader and that behind so happened to be right into enemy's face. Yes, I lost my Mora's and Gryphon's to this a number of times before I learned.
Squadrons change situation. You can keep the existing system where AI chooses which task it wants to undertake, except now it is groups of ships doing so. This renders every task much more impactful. More ships are involved in every order, making you consider both size, count and composition of squadrons depending on what you want them to do. It also means AI is much more likely to allocate an appropriate amount of force for a task while staying functional locally and without spreading thin, even if it means leaving some goals unattended. Which in turn implies that fewer tasks can be assigned to, so placing both good and bad orders has higher impact. Additionally, this gives player much clearer and immediate feedback on what AI is doing/working towards and how your orders impact its decision making. Put together it results in a sense of better control and improved player agency.
Also, with basic behavior out of the way, player can finally focus on higher-level tactics and use command system to direct and correct AI actions. I feel like this is what the existing system is supposed to be in the first place, but utterly fails to do due to AI incompetence.
Assisting on target has impact on fleet-building.
I encountered a problem that you cannot have specialized ships. Not because the specializing is conceptually bad, but because it doesn't work well with AI. One combo I wanted to do is full Sabot/Squall Gryphon + Dominator with anti-armor kit. Gryphon instantly shreds shields and Dominator rides in to finish off the target. It sounds reasonable on paper, it works in simulation, it is hopeless in real battles. They just never target the same ship, so Dominator ends up wasting flux into shields 90% of the time while Gryphon plays whack-a-mole shooting frigates with Squall. Eventually, I formulated a simple doctrine, every ship must be a self-sufficient fighting unit and be able to do everything as if it's alone: put pressure on shields, shred armor, do hull DPS, field PD. The only exception I have found is Harpoon missiles thanks to hard-coded logic.
Squadron because of limited target list helps multiple allies to converge fire on a single ship. This means, besides minute benefit of more efficiently focusing fire on specific targets, your ships can have complementary roles, excel at one thing and rely on others to provide for what they lack. It opens a number of new possibilities in equipment, ship outfitting and fleet composition.
Lack of
flux rotation is a big cornerstone for deathball tactics. Let me explain.
What happens when a slow ship on the frontline is high on flux? It tries to retreat back. But it tends not to work:
- In big fights there are typically some allies with no flux standing behind and pressing forward so they can get to the front. They rarely consider moving out of the way so normally there is just no space to retreat to.
- Ship can't simply vent when facing many enemies.
- It has enemies in front, which it must shoot. This keeps flux consistently high as well as prevents anyone else from providing cover to lower the pressure. I can certainly understand, no one likes being shot in the back.
All in all it means a weakened ship get pinned down against a wall of fresh and combat-hungry allies while awaiting its demise. This applies in your direction as well, so how do you win? Answer is very simple: whoever has the longest and most flux-efficient stick tends to win on average. And as soon as opponent dies, its remnants provide enough cover for you to reset flux and focus neighbors, allowing to snowball further.
With flux rotations "balling" becomes more difficult,
weak ships get covered for by their allies which give them a breathing room. Recklessly pushing in might finish them off but also might catch you in cross-fire against refreshed ship and its companions. Flanking and efficiently coordinating help across battlefield becomes key to bloodless victories.
Besides, it removes single biggest source of frustration for players, where they watch how their key ship gets forever stuck at high flux in most dangerous spot spamming Reapers into PD.
You possibly heard this reasoning already, so why am I to repeat it? The cause is the latest blog post on unquiefying factions:
https://fractalsoftworks.com/2022/03/18/uniquifying-the-factions-part-1/.
Reading it I couldn't get rid of a feeling that devs are fighting a wrong problem. You see, the reason why factions feel the same to play against is because... they are! Every fight
is the same: just one mob beating up other mob without rhyme and reason and an occasional shout from you to press harder. The only thing that possibly stands out of a mob is a ship which can level good part of enemy mob singlehandedly: battleships. And devs
do recognize that.
However, I don't think designing new battleships is going to provide desired effect. Unless a ship is so OP to manhandle good part of a fleet alone, or possibly rub against general AI behavior in wrong way, it won't change general dynamics. Every fight will stay as mob vs mob, with only change is what ship I put personal kill order on. By the way I don't say more battleships is bad or more ships in general is bad. It's just we are fighting a symptom and not the disease.
Besides immediate improvements to combat system I believe squadrons also might have
a lot higher chance at distinguishing factions. Let's use a bit of imagination:
- Tri-Tech: squadrons are formed around single powerful ship with a number of smaller utility escorts + "rogue" phase ships to flank and distract you
- Hegemony: roughly evenly sized squadrons, each formed around 2-3 destroyers/cruisers or capital, typically rounded up for a head-on shootout with rare highly specialized groups (e.g. full fighter, missile barrage, hit-and-run, etc.)
- Pirates: few unevenly sized squadrons formed randomly from bigger hulls, everyone else acts on its own as in Seek and Destroy. It's pirates, what do you expect?
- Independent: 2-3 big squadrons formed around bigger hulls, a number of "elite" ships acting alone (e.g. better hull/weapons/officer)
I didn't include Persean and Sindrian because I still don't know what their selling point is. Also I'm convinced that both Ludd's are just green pirates who like explosions, so they are out too.
Now, try to answer few questions for yourself. Do those compositions above have a specific impression on you? Imagine how does it feel to run into one? How do you approach the fight? Can you recognize it just by glancing on the battlefield? I bet most players will think that pirate fight is free until they forget to put escorts on the capital and see it go down in flames.
With those in mind we can go further and introduce new ships to enhance ideas and give more flavor. And not only battleships. For example, let's create the following ship for Hegemony: destroyer, wide oval shape, low hull, high flux capacity but low flux dissipation, multiple front- and side-facing small ballistic turrets, 2 medium missile hardpoints facing off to the sides. Ability: dash similar to Shrike, but short, 3 charges and in any direction. What do you think about this?
In current game I might look at it because of unusual shape, see weird stats + bad weapon points and forget it ever existed.
Let's add it to squadron: fit it with PDs, some kind of guided missile (Harpoon, Sabot, Breach, Pilum), -15% shield damage mod. If guns is Hegemony's sword, then this ship is Hegemony's shield. The ship fits really well into faction's idea. As a military state it loves efficiency and doesn't like paying death reparations. It is also organized enough to have people agree to step into the line of fire to protect slower comrades in moment of weakness. All of it feeds into the doctrine of "we will fight you head-on and we will win that fight".
Will the player notice the ship? Most likely yes. It is incredibly annoying since it prevents you from quickly finishing off wounded ships: it darts in front, wide profile with good shield capacity protects against normal attacks and good PDs deny easy Harpoons. Also, what is worse than a giant ship full of guns? A giant ship full of guns which can reset flux unpunished.
How do you deal with one? Player may notice that it has 180-degree frontal shield, no back-facing mounts and low maneuverability, then remember pirates and their own - now scrapped - capital ship. Yes, this is the same way you are intended to deal with Hegemony in general: flanking and mobility. It also further drives the idea that overwhelming firepower is not everything. Being able to efficiently
move and
apply firepower can be powerful too. Which, I can dream, might result in a more varied tactical landscape in the future.
Sorry for the longpost. I know it takes effort and won't be perfect the first time, but I believe *any* form of organization on the battlefield is better than none. I really love the game so far, and I just hope it becomes only better given time <3