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Notes for Real Time Space Strategy game
Zog 9-13-99
Several issues were covered in the discussion with Ray and Brian:
- scripting - this is a critical part to make sure the game is adequately complex and customizable.
the user should be able to script fleet movements, political interactions, almost anything (all)
- we need to find the main goal of the game and refine it from there (b)
- factions - everyone - people + governors + special characters belong to a faction, which
basically represents their main interest, so far we have the following factions:
- military
- industry
- research
- society
- religion?
A person's faction is kind of like their ideology, it would give them bonuses and penalties for varous
things that you may want them to do.(r)
- multi-player/single-player flexibility - the game should work equally well in either multiplayer
or single player modes. Additionally, there should be a consistent interface and gameplay model for
either play mode. That is, we have to have a realtime with some sort of non-trivial control over how fast
game time progresses. (all)
A couple of other interesting points:
- control granularity - what is the finest level of control the player will have, that is, how complex
should the simulation be?
- communciation latency - should messages take time to travel from place to place?
- happiness model?
- different political systems? or should we stick to a dictator system (player has absolute control),
or should the player have to jump through political hoops (under certain governments)?
- governor's stats influence stats of people under him, that is they affect things like how happy, how
efficient, how educated they are.
any comments post them to the message board
Some of Zog's comments:
In my mind there are several main ideas that the player should have to worry about to make
for a more enriching experience:
- industrial production - producing enough manufactured goods to keep the society running
(and the military fighting)
- politics/diplomacy/espionage - negotiation of treaties, alliances, both within and without the
empire, to expand and maintain the power of the empire
- races (creation in the beginning, learning about/finding new ones) - dealing with the abilities
(advantages and disadvantages) of various races, maximizing your advantages, minimizing your
disadvantages while possibly assimilating other races who have desirable characteristics.
- economics - the management of resources; efficiency of production, inter and intra empire trade,
creation and optimization of stable, safe trade routes, construction of trade ships and free-trade policies,
dealing with pirates and malicious internal & external entities.
- technology - deciding how to better the empire by means of knowledge and technological
advancement. Predicting which technologies will be important, and knowing which technologies
your empire is developing on their own, which technologies to nurture and which to smoosh.
- combat - the use of military force to acquire resources, either territorial, informational,
political, racial, or economic, or to prevent hostile entities from acquiring aformentioned resources
from you.
- society - keeping the people of your empire happy, making sure they are happy enough to
work (or at least not to revolt), making sure they have enough food, and luxuries (but not too much)
Zog 2-11-99
I've been thinking more about the main parts of this game, and I've broken it
down into several main sections:
- Artifical Intelligence (20)- two types: (1) unit and (2) player, also includes
scripting
- Balance (10)- this aspect of the game concerns how to balance units, structures
within armies and between armies, very important!
- Economics (15)- how money is made and spent, how to get resources, how much
units cost, etc.
- Gameplay (25)- how should an actual game play out? that is, how should the
tactics and overall game feel to the user? This is pretty much an integration
of all the components.
- Graphics (5)- minor detail
- Research (15)- what technologies are there, how do you get new ones? etc.
- Sound (5)- another minor detail
- Theme (5)- background information
These components should cover all aspects of the game, if you think I'm
forgetting something that should be included in it's own section, feel free
to tell me. The numbers in parenthesis indicate the approximate percentage
of work which that component is planned to take. If they don't add up to 100%,
then by all means e-mail me and call me a schmuck!
- Artifical Intelligence (20)
But the primary focus will be on intelligence, which is the most difficult
part. It is much easier to give computers specific rules rather than general
codes of conduct.
The primary aspects of component intelligence should be (IMHO):
(1) intelligence between heirarchical group components. That is, there will be
groups composed of components, these groups can be of varying size and can
have either units or subgroups within them. A unit is a single physical
entity, either a vehicle or a building (loosely defined). A component is
either a unit or a group.
(a) Components in a group should be able to exchange a certain type of
information with other components in that group. (point out target position,
fire support, ask for repairs, etc.)
(b) groups should be able to communicate with their super-group (that group
that encompasses them) controlled by the commander of the group.
(2) meta-component intelligence. there are two types:
(a) meta-unit intelligence. A unit should be knowledgeable of its own
abilities and should be able to know how to maximize its individual
efficiency. This, of course should be configurable. That is, a unit
with a flamer should automatically try to flame any enemy straw huts and
leave the stone buildings to the tanks. But he could be told to attack the
stone building if necessary.
(b)meta-group intelligence. This is similar to meta-unit intelligence,
but involves the capacity of a group to know it's abilities and place in
it's super group.
This probably sounds kind of confusing so I will illustrate with an example.
You are planning your next attack. You want to lead off with the bombers
and follow up with tank and ground forces supported by gunships. Intelligence
indicates that they have heavy anti air defence at the target site. You decide
to lead off the bombing run with your stealth bombers, targeting anti-air
defenses with your laser guided-armed bombers and radar with your anti-radar
equipped bombers, both protected by fighters of various armament. You group
all anti-radar bombers as one group, and all anti-air defense bombers as
another group. You then group these two groups as one group along with your
fighters. Each different group has a different behavior - maybe you want your
bombers to retreat after they suffer only 10% casualties, and your fighters to
fight to the death.
You group the air-attack group with the ground-attack group, so that when you
give the "go" command, your air group will launch just as the ground group is
coming up on the target. If the air group reports failure, then the ground
group may call it off, or it may continue.
- Balance (10)- this aspect of the game concerns how to balance units, structures
within armies and between armies, very important!
- Economics (15)- how money is made and spent, how to get resources, how much
units cost, etc.
- Gameplay (25)
one thing that I think is cool too is unit customization (this may have been
mentioned). You should be able to change the weapons and armor of units, and
there should be much more variation in this dimension, rather than creating 87
million different unit types.
Here are my thoughts on unit types (based loosely off ta):
tech types
- energy converters
- powerplants
- weapons
- defenses
- Graphics (5)- minor detail
- Research (15)
- Sound (5)- another minor detail
- Theme (5)- background information
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