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Gameplay Week 2, Part 5/5: Tactical Combat
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PostPosted: Fri Dec 11, 2009 6:17 pm 
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Note: These latter four journals are unique in that they're structured to discuss how both base Sins and other mods have implemented these features. This is because they are substantially more "tweak"-ish than our first update, and at first glance it would be relatively easy to confuse their implementation with duplication. Multiple rationales can lead to the same change in gameplay, and so I'll try my best to explain why certain features behave the way they do, instead of just discussing the end result.




Tactical Combat

Tactical gameplay requires significant changes to how ships move, fire, and take damage. Simply adding new ships and structures isn't enough - without alterations to the most basic elements of gameplay, it's just a mini-mod and not a total conversion.



Weapon Range and Gravity Wells

What we started with
Gravity wells in Sins were rather small. Planetary bonuses often changed total well size or the point at which you could build tactical structures, but smaller wells kept ships clustered together. Weapon ranges were often extremely similar across frigates, cruisers, and capital ships, meaning it was difficult to achieve a victory based on tactical maneuvering rather than ability micromanagement or fleet composition differences.

What they did
A lot of mods have drastically increased gravity well size and have been much better for it. Even base Sins can benefit from larger gravity wells, especially with regard to planetary defense placement. A lot of people don't take advantage of it, but gravity wells also slow you down the farther in you are, so larger wells also provided a more subtle gradient in this respect.

What we did
Gravity wells are a lot bigger in Dawn of Victory.

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There's two main reasons for this: to accommodate long-ranged ships (more on that later), but also to make sure that players can use tactical structures like mines intelligently. With lots of space, you can draw an enemy into a certain area and then attack him: with small gravity wells, it's much more advantageous to either cover the entire well with mines or place them near each other, where an opponent would jump in.

In Sins, frigates were often treated as cannon fodder, and because of the way their weapons were aligned, the extent of strategy when it came to frigates was often simply repeatedly moving them out of range. Thanks to larger gravity wells, longer-range ships can successfully stay behind and fire their torpedoes or railguns while gunnery-focused ships with a focus on closer-ranged engagements can move up and hold a line in front of those ships. In short, it prevents homogenization of unit types, making each unit seem different rather than just another frigate to throw at the enemy.

And ranges are very different in Dawn of Victory. Ships like torpedo cruisers can often fire across the entire extent of a gravity well, depending on the planet's type and well size. Guns like medium cannons have decent but not exceptional range, and low-caliber guns like light turrets and flak have very poor range. Players again are encouraged to stagger their units rather than sending them in one big auto-attack blob.

In short, what different ranges and gravity well sizes do is help discourage "fleet composition wars". But tactical movement is only half of it.

Damage and Repair

What we started with
Sins' approach to damage is rather scattershot. Before I show the big damage graph, let me explain how it works. Ships in SoaSE have a set armor type, and weapons have a set damage type. Certain damage types do better or worse against certain armor types through damage multipliers - for example, a bunch of Garda Flak Frigates are going to do very little damage against a Kol Battleship because the Kol has VERYHEAVY armor, while they'll do a lot of damage against strike craft because the strike craft have an armor type of VERYLIGHT. Here is a graph showing how certain damagetypes do in base Sins:

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As you can see, ANTIVERYLIGHT and ANTILIGHT behave how you'd expect, but ANTIMEDIUM and ANTIHEAVY do nearly the same amount of damage across all armor types, with ANTIVERYHEAVY actually doing more damage to heavier armor than not. Why is this? The most likely explanation is to keep capital ships, one of which is free at the start of most Sins games, balanced in the early game. Another possible reason is accounting for accuracy - Sins uses a damage per tick system, and so visual effects don't always line up and shots always hit. Since accuracy therefore cannot be reduced, nearly every ability in Sins' that reduces accuracy simply cuts damage, and so the curve of ANTIVERYHEAVY may reflect smaller ships' ability to get away.

In addition, ships had shields that regenerated relatively quickly, with hulls that did not. Sins had a Repair structure as well as several units that provided hull repair and sometimes shield regeneration.

What they did
It varies. Some mods that kept the Shield attribute made it even quicker to regenerate while weakening the Hull attribute. This also ties in with damage, since if shield mitigation is kept in and damage is raised, downing a shield is a much bigger deal. I'm thinking of Stress's mod Sacrifice of Angels 2 mostly here, and the system (except for its sort of confusingly high damage numbers) does work really well.

What we did
Remember that graph up there? Ours looks a little different. Here's them side to side:

Image

Since our unit tree is linear, rather than relying on capital ships at the start, we have no excuse not to heavily linearize damage. As a result, heavy guns do a lot of damage against smaller ships.

You might ask how this is balanced for longer games: after all, what's the use of a frigate when everybody's got lots of heavy guns? The answer is that a majority of the per second damage on a larger ship is in ANTILIGHT and ANTIMEDIUM, because the heavier guns fire a lot slower. For example, the Slavny has a medium cannon on the front, but the engine will turn your Slavny sideways most of the time because its light guns on the side have more average DPS. In fact, a ship with ANTIHEAVY damage, the Torpedo Frigate, is specifically designed to be balanced against the Flak Frigate, with ANTILIGHT, and the Destroyer, with ANTILIGHT and ANTIMEDIUM. In testing, it's worked just as well as in theory.

As a result, you achieve a sense of progression while keeping your older ships still relevant. The flak on a Slavny or Retivyy is never as powerful as that flak frigate, and so while your big ships can still counter unit spam and aren't completely vulnerable forever (like in base Sins), the role will be better served by a smaller dedicated ship, even later in the game.

The sense of scale has been one of the more interesting results of our testing. It's remarkable going from "wow, I built a Destroyer, I bet I have the best fleet now!" to "I have a Slavny, I bet I have the best fleet now!" to "I have five Slavnys, a Retivyy, and ten destroyers, I bet I have the best fleet now!". Sins' sense of scale was violated at the start, since you use your capital ship at the start for so much and you're limited to one combat unit.

Repair is a similar overhaul. If you've been paying attention to past journals, you'll know that since "shields" have been replaced with "armor", your armor does not regenerate. Your hull does, though, but since your hull is a tiny % of your ship's HP, that doesn't matter much.

As a result, ships cannot just sit around in a gravity well for ten years regenerating all their health. You have to send them back to a shipyard for repairs or choose which ones to send to a forward advance. Often I would save my frigates in base Sins when raiding neutral planets by retreating the ones that were near death, but then I realized the replacement costs for those ships weren't even worth the micromanagement. Here, it often is, and since getting to a torpedo frigate line is like a massacre waiting to happen, you may want to consider retreating your forces even when they're not half-dead. Think of how you can cause an enemy's artillery to route by flanking them with cavalry in E:TW for a similar example.

Right now light shipyards can repair frigates and heavy shipyards can repair cruisers - we fully intend for players to make regular trips back to repair their ships while sending fresh reinforcements in to hold systems rather than keeping their forces stagnant in a system. The relevant shipyards are relatively expensive, though, so destroying an enemy's shipyards might be an interesting way to cripple their fleets or make them dump a lot of money into a replacement.

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May 21, 2009
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Re: Gameplay Week 2, Part 5/5: Tactical Combat
PostPosted: Fri Dec 11, 2009 7:27 pm 
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I am impressed, and await with anticipation.
Albeit, this will be one game that will actually require some strategizing, and mental exercise.

Im going to miss these daily updates...

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Jul 05, 2009
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Re: Gameplay Week 2, Part 5/5: Tactical Combat
PostPosted: Sat Dec 12, 2009 6:43 am 
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Frigging awesome


Jul 08, 2009
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Re: Gameplay Week 2, Part 5/5: Tactical Combat
PostPosted: Sat Dec 12, 2009 6:45 am 
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At last a REAL modification and by that I mean the others are just altering the ships and such like.

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Jun 21, 2009
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Re: Gameplay Week 2, Part 5/5: Tactical Combat
PostPosted: Sat Dec 12, 2009 8:23 am 
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win.

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Sep 19, 2009
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Re: Gameplay Week 2, Part 5/5: Tactical Combat
PostPosted: Sat Dec 12, 2009 2:38 pm 
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so when do you announce the secret stargate and starwars crossovers?


May 23, 2009
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Re: Gameplay Week 2, Part 5/5: Tactical Combat
PostPosted: Sun Dec 13, 2009 1:39 am 
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They told me it was a babylon 5 crossover!

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Jun 21, 2009
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Re: Gameplay Week 2, Part 5/5: Tactical Combat
PostPosted: Wed Dec 16, 2009 10:44 am 
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Checked the Autonomicon wiki and recent changes, nice work on adding new content and updating stuff. Seemingly the mod is steaming towards it's release


Jul 08, 2009
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Re: Gameplay Week 2, Part 5/5: Tactical Combat
PostPosted: Thu Jan 07, 2010 11:24 am 
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(Questions on Crossovers)

Well, right now there is ONE crossover and that is mine with nBSG AU. Not updated beyond the prelude but working on it (kind of hard when you have a serious case of writer's block with it) but the first chapter is going well. I am also planning other crossovers as well (including a SMAC-DoV cross where the Unity is displaced to DoV verse and one some lone rock somewhere)... but they are just plans, not actual works.

(back on topic)

One world: WOW!

At least when I get this thing I can at least make a better defense for my planet...

With this mod focussing on tactics and the powers of logistics with combat as a first and empire-building as a close second, this is actually interesting. Now we don't have to make it easy for our enemies to conquer our planets...

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Sep 05, 2009
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Re: Gameplay Week 2, Part 5/5: Tactical Combat
PostPosted: Thu Jan 07, 2010 8:22 pm 
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I'd also like to know are we able to combat Scinfaxi on the first release? It'd be nice, because I'm such a kind person who doesn't like to hurt members of the same race. But to beat the evil aliens and their evil plans


Jul 08, 2009
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Re: Gameplay Week 2, Part 5/5: Tactical Combat
PostPosted: Thu Jan 07, 2010 8:30 pm 
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no

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May 21, 2009
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Re: Gameplay Week 2, Part 5/5: Tactical Combat
PostPosted: Sun Jan 24, 2010 8:57 am 
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Just a little question:

Why big runways? I would expect to ALL spacefighters to be able to land vertically as in means to ease logistical hell it already is. Sure it has it's own problems, but so does the old fashioned one.


Jul 08, 2009
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Re: Gameplay Week 2, Part 5/5: Tactical Combat
PostPosted: Sun Jan 24, 2010 1:08 pm 
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Fighter spacecraft and all the modern carrier ships are designed to opeate both in space, and in the atmosphere of most planets.

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May 20, 2009
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Re: Gameplay Week 2, Part 5/5: Tactical Combat
PostPosted: Mon Jan 25, 2010 4:44 pm 
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Swiss Knight wrote:
Fighter spacecraft and all the modern carrier ships are designed to opeate both in space, and in the atmosphere of most planets.


Vertical thusters can work in atmosphere, too


Jul 08, 2009
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Re: Gameplay Week 2, Part 5/5: Tactical Combat
PostPosted: Mon Jan 25, 2010 4:52 pm 
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then its because of space magic.

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May 20, 2009
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Re: Gameplay Week 2, Part 5/5: Tactical Combat
PostPosted: Mon Jan 25, 2010 5:02 pm 
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i wrote a huge article about how the carrier decks worked but swiss probably deleted it (because he is a fucking whiny nerd)

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May 21, 2009
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Re: Gameplay Week 2, Part 5/5: Tactical Combat
PostPosted: Mon Jan 25, 2010 6:24 pm 
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hydrocarbon wrote:
i wrote a huge article about how the carrier decks worked but swiss probably deleted it (because he is a fucking whiny nerd) of course I can't be bothered to check because I need to catgirl my japan! (the original japanese translation of this insult is at least 2 times better)


its still there cuntbucket

http://www.dawnofvictory.com/wiki/index ... on=history

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May 20, 2009
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Re: Gameplay Week 2, Part 5/5: Tactical Combat
PostPosted: Tue Jan 26, 2010 8:46 am 
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Swiss Knight wrote:
then its because of space magic.


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Seriously now.
With those silly runways the ships looks so silly and clumsy, they still do look badass, but it would still look awesome if it was just a big sigar with an opening for an long inside runway and docking area on the front, and dotted with small entering doors on the sides.


Jul 08, 2009
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Re: Gameplay Week 2, Part 5/5: Tactical Combat
PostPosted: Tue Jan 26, 2010 10:49 am 
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Alright, the official awnser is that runways are used on carriers so they can accomodate non-vtol aircraft. (VTOL aircraft in the DoVoVerse are still significantly slower then their CTOL counterparts) while in a planets atmosphere. Theres very few naval vessels left incapable of operating in the atmosphere still in service within the superpowers, so some ships are designed to be multi-role, functioning as floating aircraft carriers for land based campaigns.

Furthermore, the open deck allows it to also facilitate repairs on larger vessles like frigates and even destroyers.

Also it looks koole.

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May 20, 2009
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Re: Gameplay Week 2, Part 5/5: Tactical Combat
PostPosted: Tue Jan 26, 2010 10:49 am 
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Kekkonen wrote:
Swiss Knight wrote:
Fighter spacecraft and all the modern carrier ships are designed to opeate both in space, and in the atmosphere of most planets.


Vertical thusters can work in atmosphere, too



Vertical takeoff and landing in the atmosphere are and will always be more costy in terms of energy and fuel. Runways are more economical in the atmosphere

Plus- the runway provides extra storage space if the carrier is operating in the atmosphere

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Jul 05, 2009
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Re: Gameplay Week 2, Part 5/5: Tactical Combat
PostPosted: Tue Jan 26, 2010 3:50 pm 
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Well in that case, the DF carriers will look something beyond the terms of 'Awesome'


Jul 08, 2009
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Re: Gameplay Week 2, Part 5/5: Tactical Combat
PostPosted: Wed Feb 17, 2010 6:31 pm 
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Very nice changes. Makes the game much better. I always felt that the basic game lacked the strategic deepnees.
How is it with accuracy. Does an antiveryheavy weapon hit a strike craft with the same accuracy as a capital ship? Or is this question solved with the simple fact that it would be a waste to shoot a AVH weapon at a strike craft?


Feb 15, 2010
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Re: Gameplay Week 2, Part 5/5: Tactical Combat
PostPosted: Wed Feb 17, 2010 9:25 pm 
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Good question. Antiveryheavy weapons have a special line in gameplay.constants that allows adjusting their accuracy toward strike craft. As of the latest build, antiveryheavy weapons cannot actually do damage to fighters. However, every individual antiveryheavy weapon in the mod is set not to fire at strike craft anyway, so it's a bit of a moot point.

Mostly you'll just see antiverylight damage types on things like autocannons and light flak, with light damage on heavier flak. This has the benefit of allowing flak frigates to be a hard-hitting counter to corvettes and frigates, which was missing from the base game. It's coincidentally kind of like infantry/cavalry/artillery when it comes to frigate balance: your destroyers are your core, your flak frigates are your weaker but faster 'strike' ships, and your torpedo frigates are your long-range and pretty slow to accelerate. Testers are still kinda adjusting to the change since flak frigates were pretty damn useless in vanilla against anything but strike craft, but it's worked out well so far.

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May 21, 2009
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Re: Gameplay Week 2, Part 5/5: Tactical Combat
PostPosted: Thu Jun 03, 2010 4:23 pm 
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hydrocarbon wrote:

And ranges are very different in Dawn of Victory. Ships like torpedo cruisers can often fire across the entire extent of a gravity well, depending on the planet's type and well size.




I have a question about this. Will there be LoS changes to affect this? IE: Can you avoid fire from torps and the like by putting the planet between you and it or will it just launch the torp around the planet?

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Jun 03, 2010
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Re: Gameplay Week 2, Part 5/5: Tactical Combat
PostPosted: Thu Jun 03, 2010 4:36 pm 
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Unfortunately that's engine hardcoded behavior. Sins particle effects really have very little to do with damage taken, and any weapon fired - especially missiles - will always hit. This is why you see missiles doing crazy impossible spin turns when they overshoot a target, for example. Ships respect the boundaries of a planet, but weapon effects do not - they may go around the planet, but they won't be physically blocked by it.

Since the closer you are to a gravity well, the slower your ships move, that is one strategic concern brought about by the well, but otherwise nope, you can't use the planet to your advantage.

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May 21, 2009
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Re: Gameplay Week 2, Part 5/5: Tactical Combat
PostPosted: Thu Jun 03, 2010 4:41 pm 
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Ok thanks!

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Jun 03, 2010
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Re: Gameplay Week 2, Part 5/5: Tactical Combat
PostPosted: Fri Jul 23, 2010 1:02 pm 
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Makes you wish how cool the Sins would be if the realism, certain things from the engine, and mechanics of Swords of the Stars would be integrated on it. No more...well...anything that sucked in vanilla Sins. In fact, it would be the best 4X game in the gaming history.

A man can dream


Jul 08, 2009
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Re: Gameplay Week 2, Part 5/5: Tactical Combat
PostPosted: Sun Aug 01, 2010 8:22 pm 
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Quite Interesting. I think that was a Good idea. Kepp it up Guys

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Jun 11, 2010
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