0.4 Design Pad

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Revision as of 17:15, 1 August 2006 by Aquitaine (Talk | contribs) (Detailed proposal for Pace & Timing (combined these as well))

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Changes and Updates

  • 8/1/06 (Aquitaine): Detailed current proposal for Pace & Timing.

Outline

This page is a notepad/preliminary design document for the designers to prepare for 0.4, which deals primarily with space combat and ship design.

Current Decisions

  • Slow Paced - the combat should be slow faced, to avoid a clickfest. This may mean long tactical combat, but is preferable to clickfests.
  • Maneuvering - Somehow, facing of ships and their location on the "battlefield" must matter
  • Order granularity - orders must not be too detailed, but also not too generic. Need to strike a balance that hits the sweet spot
  • Ordering - Orders may be given at any time (paused or not), and are queued to be processed in subsequent turns
  • Simulation - turns play out in real time, executing orders that have been given

Detailed Discussion

Pace & Timing

Summary: Are we looking at a real-time system (RTS) or a turn-based system (TBS)? Answer: A Hybrid. The primary concern with an RTS system is that it turns into a clickfest, a contest of who can more quickly and effectively manipulate one stack of numbers against the opponent's stack of numbers (Example: Empires at War). The concern with a TBS system is that it's too slow and too difficult to capture any real sense of strategy (Example: Master of Orion 2).

The current proposal commits us to a real-time engine with turn-based architecture under the hood, with the option to pause whenever (in single player) or at fixed, turn intervals (in multiplayer). Current thinking is that a turn should be somewhere between 3 and 5 seconds. (Example: Knights of the Old Republic)

Maneuvers

Summary: Facing of ships and their location on the "battlefield" must matter

Order Granularity

Summary: Orders must not be too detailed, but also not too generic. Need to strike a balance that hits the sweet spot

Giving Orders

Summary: Orders may be given at any time (paused or not), and are queued to be processed in subsequent turns

Simulation

Summary: Turns play out in real time, executing orders that have been given