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Author Topic: Pre-Battle Strategizing  (Read 12004 times)

VerifiedN

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Pre-Battle Strategizing
« on: May 29, 2013, 11:07:51 AM »

As in the ability to, while travelling on the system map, give basic combat instructions to your fleet.

For instance; setting your fighters to hold position until an enemy is spotted. Or having the fleet (or a part of it) move together until an outside influence causes them to break formation. Or having ships retreat automatically if they take significant hull damage, their CR drops beyond a point, or certain vessels have been destroyed (or are in retreat).

There's an awful lot that could be done with such a system, and potential for additional depth between campaign/combat. The first example that comes to mind is better cohesion between your ships; allowing them to fulfil intended roles more reliably. Pretty much giving the AI a hand with figuring out what you want each ship to do.

For balancing reasons there should of course be a significant delay for the 'stratagy' to be propagated through your fleet's command structure, scaling with the size; letting small wolfpack fleets plan quickly while an armada would take some time to hammer out the details.

Though such a system shouldn't be able to do too much to avoid being too powerful. An example of a limiting factor could be to have 'slots' for event/action pairs (which may incidentally give a way to link it into skills by unlocking additional slots). I believe a similar-ish system is used by Dragon Age: Origins to good effect.


This is off the top of my head, apologies if it's a terrible idea or has been brought up before.
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Gothars

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Re: Pre-Battle Strategizing
« Reply #1 on: May 29, 2013, 12:12:08 PM »

There will be an element of strategizing on the campaign map (yay!), but I doubt that it will be in the form of pre-set orders for the actual battles. I don't even think those are all that desirable, after all standing orders limit your options and flexibility during the actual battle.


Pretty much giving the AI a hand with figuring out what you want each ship to do.

The officer system will likely be a way to adapt a ship's behavior for its intended role, giving strike ships to aggressive commanders, carriers to careful ones and so on.
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Reshy

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Re: Pre-Battle Strategizing
« Reply #2 on: May 29, 2013, 08:00:13 PM »

It would be nice to make your own fleet formations so that ships stick together in a coherent mass and spawn in designated places instead of all being clustered in the center bottom of the screen.  Like you see in Gratuitous Space Battles.
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Thaago

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Re: Pre-Battle Strategizing
« Reply #3 on: May 29, 2013, 09:17:23 PM »

I don't want formations (I don't think they'd work with the ai, to be honest), but I would really like to set up a few escort commands that I'm going to use for every battle. The groups hotkeys help, but it can get a little tedious to assign my talons to escort every time.
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Starlight

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Re: Pre-Battle Strategizing
« Reply #4 on: May 30, 2013, 01:22:08 AM »

I can't help but agree that some level of out-of-battle pre-setting of orders could be helpful.  At the moment, there's a lot of repetition of effort, setting the same ships to the same orders each battle.  Furthermore, later, when you're up against more serious foes, I've personally found I have to stop flying my own ship and concentrate upon the battlemap - otherwise ships are far more likely to get themselves destroyed if I'm not watching every part of the map.

A Tactics tab would be nice, even if it just has a few checkboxes and dropdowns, such as, 'Hull Damage Retreat Level,' 'Start Flagship in Autopilot' (since I often don't get to fly it later on anyway and see little point in handling the first 30 seconds of manuevering in any case.)  You could allow it to give more control over Fighter wings, such as controlling their retreat/resupply levels and whether or not to resupply or retreat after expending strike weapons (ie when you've attacked a small group of light frigates and don't want your torpedo bombers gobbling up all your supplies never hitting anything,) though that last one could easily be a toggle in the battle map (though ideally there would be both,) "Resupply Strike Weapons [ ]" with a light in the box when resupply is active (which it would be by default.)  Heck, being able to set a retreat time for frigates would be handy too, so as to better husband their upcoming diminishing Combat Readiness (and have them give warning at the top of the screen as well, so you know they're about to pull out and allow manual cancellation of that order in combat for those exceptional times when you can't spare their guns, burned out engine coils or no.) 

If the tactics tab could let you set default orders for each ship (so it could have a smaller ship selection box like the fleet tab on the bottom left and the same command buttons as on the battle map on the bottom right) so you can set up that which you will every map in any case, ie the HMS.Noclosedefense which will always need an escort, gets one every time.   Perhaps a default "Waypoint Alpha" could be generated just in front of each fleet's starting spot (perhaps, since we're losing battle objectives in the next patch, it would be prudent to give us default waypoints anyway) so your Carriers and Civilian ships will always hang back to pelt the enemy with LRM's and wont throw in unless you manually rescind the order. 

This would not be necessary addition to the game, it would just be nice.  Very nice.  Like vastly reducing boring busywork and letting you enjoy the game more nice.  When I'm staring at the icons on the battlemap because I can't count on my ship captains and wing commanders, all of those pretty graphics are pointless.  z: j
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Gothars

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Re: Pre-Battle Strategizing
« Reply #5 on: May 30, 2013, 03:16:03 AM »

In the final campaign Id' expect battles to:

1) Be rarer and have much more time pass between them, so any tediousness you feel now about repeating orders would be mitigated.

2) Be more varied than now, so standing orders will make much less sense than they'd now. The variation will come in the form of different scenarios (engagement at high or low CR, escape scenarios, objectives at random positions, environmental variation, possible fleet splitting, possible station battles)  but there will also vastly different meanings a given battle has for the campaign layer (can make a light skirmish into a last stand).


That's not to say there aren't some pre-sets that could still be useful...

Mh...



I could imagine this: You get a simulation button in the fleet screen, it deploys all your ships in the simulator. Here you can give orders like "escort" or "rally strike force".  Now you safe the configuration, say as "battle plan 1".

In an actual engagement you have a drop down selector in the deployment window where you can choose to load a saved battle plan (or not). All ships you deploy will follow the same orders they had in the simulator (if possible, e.g. escort targets are also deployed) and will use up CP in doing so.

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Nanostrike

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Re: Pre-Battle Strategizing
« Reply #6 on: June 06, 2013, 02:44:56 AM »

I'd say maybe have some sort of skill the Leadership tree of skills let you assign a VERY limited number of default escort orders to ships, to be enacted as soon as a battle starts.  These wouldn't take away from your CP but, like I said, you would only have a limited number of them.  Examples would be setting a Fighter Wing to escort a Cruiser, setting a Frigate to escort your destroyer, setting a Point Defense ship to escort your Capital Ship, ect.

It'd be something to look into.
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