Weekly Update #89

I don’t think the described scenario is adequate for everyone to be determining if it will make good gameplay.

For one, it says the opening round will be with small ships, but if there are capitals on the field that doesn’t make much sense. I think it would be much better to describe the actual intention of how a match will progress than simply considering one battle.

For starters, everyone will be in small ships. Given the original description in this thread, I would argue that the initial conflict should occur on a “contested” planet, rather than starting on two bases on opposite ends of the system. This conflict would likely follow as described in the initial post: lots of death, missiles against relatively fragile interceptors/fighters, etc. As the conflict resolves at that planet/moon in…5? 10? 15? minutes, both sides would be looking at having adequate supplies to start purchasing larger ships.

This is where a team-strategy starts to come into play: do you get Corvettes, and hold an advantage over a team of interceptors and Bombers? Do you save up for a Destroyer, and win the early game by having a mobile fortress against smaller ships? Do you get Bombers, to counter the capital rush? Do you save for a Carrier, and get a mobile respawn point to push into an enemy base? Do you get a Cruiser, to counter the Carrier/Destroyer rush? Do you amass an obscene number of bombers, warp to an enemy base, and obliterate it as quickly as possible as early as possible?

I think we can safely assume that, aside from an incredibly well-organized fleet of bombers, capital ships will take at least some time to bring down. A fleet of capitals against a fleet of capitals would probably take 10-15 minutes to resolve in and of itself, nevermind the additional burden of whatever objective the fleet set out to accomplish.

The real question is, how long is a match supposed to take? Following that, do we want to prevent snowballing? One way to punish a team without granting a snowball effect is a gradual wearing away at their earnings for losing, without adding to the enemy earnings. If we assume five bases, each progressively further away from the enemy than the last, and each one worth more in terms of income, you can have something like this:

10 - 6 - 4 - 2 - 1 - S - 1 - 2 - 4 - 6 - 10

The initial conflict “S” offers no disadvantage to resources, just a spawn point for small ships. As you move forward, it becomes harder to deliver supplies (ship respawns) to the battlefield as the attacker, but easier to resupply as defender. Losing your first base only reduces your income by 4.3%, but makes it that much further for the enemy to bring an attack to bear. Adjusting the length of each battle would determine match duration: if it takes 5 minutes to clear the skies and 5 minutes to destroy the objective, the match takes an hour. 10 minutes each, two hours, etc. so on and so forth.

So…yeah. As I said, I don’t think the initial post accurately depicts how anything but the early game will play out, especially once capitals come onto the field, or if one side decides to sneak rush the destruction of a “deeper” base. Some guidance on match duration, conflict duration, and general match progression mechanics will be needed to tell if the intended gameplay matches the experience.

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Nuking the site seems a bit drastic if you want to seize control… Maybe as an alternative to disruption and capture, to remove a factory from the game for all teams?

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The orbital bombardment should be visually spectacular (As seen from the ground at least) but a full nuclear blast is unlikely given the particle requirements for such an effect. @INovaeJan would be able to speak to this more effectively.

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Mhh… Nukes.

Word in Conflict is the only game that managed to make somewhat believable nuclear explosions.
Quite small ones though.
I woud love nukes… They are very beutifull in realife. Be it in low or very high /no atmosphere. Quite complex to model though.

I would suggest something on the same scale of amazing but much simplified effects and different name.
It needs the blinding flash though. :wink:

Maybe a shockwave (non cheesy), no smoke… as long as it is not called nuclear weapon it’s all good.

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bla-bla-bla-bla
Ok, nice.

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Hug your nuke today.

Battlestar Galactica the game did have nukes in space but very rudimentary. Up to this point I don’t believe any game has had life size planets being bombarded from space with spectacular visuals. But Hutchings could be right regarding particle requirements - it would be interesting to find out.

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If Nukes nuke your GPU - that would sort of fit.

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Nukes in space are quite trivial. Just a big flash and the hit ship partly evaporating. :wink:

Atmospheric explosions are a whole different thing. But this applies to most other weapons as well. Are there plans to have separate effects for space and atmospheric combat?

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That’s in deep space. In low Earth orbit, for example, the effect can be quite spectacular. Not sure if it is because of the atmosphere remnants up there or because the Earth magnetic field direct the leftover plasma, but it is quite a sight.

I would love to see those, but the dev time is probably too much at this point.

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Obviously :rofl:

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Do we know?

All we did up to now is underground, underwater, atmospheric and high altitude and some close to earth test.
See ThornEels video of those amazing high altitude tests.

Highest one was Argus III at 540km and about 1.5kTon equivalent of TNT. That’s a tiny explosion, relatively.

I would guess all nuclear explosions look like above video in space. Just a little diffrently when it comes to colour.

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