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The problem of warfare and technology in 4x games

 
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The problem of warfare and technology in 4x games - 10/12/2011 2:43:05 AM   
Brainsucker

 

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Well, this is not a critic for Distant World. But, I think DW suffers with the same problem like the other 4x games we have known today (I hope not)

It is the concept of warfare and technology in 4x games.

In human history, war is never change. But, the strategy and concept are. The strategy is always involve. From the simple mob of barbarians, to the legion of Roman infantry. Then began the concept of fort and castles, and their counter, the siege engine.

When people found gunpowder, the warfare was change again. The battle in the era of Napoleon was very different to the war in Middle age; the war of world war 1 was even different to the Napoleon Era.

But in 4x games, the concept of warfare is always the same from the start of the game. Technology goes only to give the players some better units; not new choices for better strategies. The late game units are actually the same but more powerful variants to the earliest one. The different goes only to the attack, defend, and HP. Even if there are difference to the concept of warfare between the races, it came from the beginning of the game; not in the course of game play, and not because of the player choice.

That's way, please, expand the technology feature. The earliest era should be more simple, but limited choice. the developer must give the players more option in strategy when the game goes.

So, give us the experience of evolving warfare, not just a unit with better stats.

< Message edited by Brainsucker -- 10/12/2011 2:45:35 AM >
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RE: The problem of warfare and technology in 4x games - 10/12/2011 6:29:42 AM   
Malevolence


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quote:

ORIGINAL: Brainsucker
...


Your point is well taken, but from the perspective of a professional, the principles of war change very little. In fact, professional military organizations around the world all codify about the same principles in their doctrine. The lessons of Sun Tsu, Clausewitz, Nelson, and Rommel are just as relevant today as ever. These concepts are also very relevant to warfare in 4X games like DW.

What the general public notices most are changes in tactics. While these are greatly influenced by technology (or the lack of technology), I propose to you that all boils down to a dynamic game of rock-scissors-paper. Technological advances are met with counters that meet with counters, etc. That cycle is greatly modified and influenced by operational art and logistics. For example, just because a certain power develops jet aircraft first, doesn't mean they win the war.

These kind of tactical changes are difficult to capture in a single player 4X like DW. You don't have a human adversary who concentrates his ship defenses with shield technology-- thereby causing you to research and arm yourself with shield draining or bypassing weapons. In multiplayer it's great--particularly when players need to make tough choices in terms of which technology branches to follow. It's extremely difficult to program an AI adversary to think just enough to make you really sweat your fights without wiping you out every time (and pissing you off).




< Message edited by Malevolence -- 10/12/2011 6:30:40 AM >


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RE: The problem of warfare and technology in 4x games - 10/12/2011 9:22:32 AM   
bigbaba


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thats a good point.

beside that the biggest problem i had with all SF strategy games was the monoculture of warfare later in the game which kills the game for me. there is one superior weapon and in the endgame "everyone runs around with the same gun."

i realy hope legends will bringt diversity in the later game combat system.

so giving the players different working tools what would also work again the problem you explain here (better ships mean only more DPS and HP).



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RE: The problem of warfare and technology in 4x games - 10/12/2011 11:23:56 AM   
Raap

 

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Definitely some differences from planet-based combat to space-based combat too though. On a planet you have three 'planes' for combat; air, sea and land. In space there's only...well, space. This effectively means there's only one type of unit, i.e. a space ship, and that the differences come solely from the configuration of said ship( sure, you can have fighters, drones, missiles, etc., but they're all 'space ships').

So yeah, to get more variety in combat we'd need more types of components. Cloaking, long-range artillery weapons, shield and armor draining/penetrating weapons, etc. Personally I'd also like the best jack-of-all-trades shields/generators/engines currently in RotS to not be better than their specialized counterparts.

But yeah, as Malevolence says, while all of these implementations would be great, you'd have a hard time making the AI effective with them. In the end it might just end up benefiting the player in a game where the AI is already quite weak.

< Message edited by Raap -- 10/12/2011 11:24:29 AM >

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RE: The problem of warfare and technology in 4x games - 10/12/2011 1:54:57 PM   
Brainsucker

 

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it is not about rock-scissor-paper type of game. I say about the technology that change the rules of battle. In history, aquabuster... or flintstock rifle change the rules / tactic forever. It was also true to the invention of tank and aircraft. But in most game, rifleman is a unit with better att and def than a swordman, and tank is very tough unit. My point is... the invention of rifleman, aircraft, tank should change the way of warfare in the game. It should be true, too to 4x game in Space.

I know that it is difficult to imagine the futuristic weapon that should be applied in 4x games in space. Also, space is only space. There are no other theater of war except of space. So whatever you do, you can only get starship in this game. But, new technology doesn't mean that you can only make a bigger ship (more space) that can take more weapon and shield than your adversary.

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RE: The problem of warfare and technology in 4x games - 10/12/2011 3:32:09 PM   
Raap

 

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That's true. I suppose maybe we could have something like starting the game without shields, for instance. But that's kinda what I proposed though. If someone invented long-range( maybe even inter-stellar) artillery, that could definitely change the warfare quite a bit. So could cloaking devices, if implemented correctly.

However, it does eventually end up with rock-paper-scissor though. Even in the real world. You make aircraft, I make anti-aircraft weapons. You make tanks, I make tank busters. While I see what you're getting at with how gunpowder changed warfare, I'm not sure such a change could be applied to a game set in space. The very reason it changed warfare was because we got ranged weapons which were more lethal than a bow and which everyone could use with minimal training. I don't see any such invention being applicable in space where you're pretty much stuck in an aircraft and you already have ranged weapons like beams, projectiles, missiles and AOE weapons.

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RE: The problem of warfare and technology in 4x games - 10/12/2011 4:59:56 PM   
Brainsucker

 

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or maybe a portal, like man made wormhole that can throw your fleet to the other portal? Just imagine, you build two portal, one is in the south, the other in the north. It definitely change the warfare a lot

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RE: The problem of warfare and technology in 4x games - 10/12/2011 7:07:49 PM   
Malevolence


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I'll try not to belabor the point, but "tactics are the art and science of employing all available means to win battles and engagements. Specifically, it comprises the actions taken by a commander to arrange units and activities in relation to each other and the enemy."

Raap hits the nail on the head.  Technology most effects how you arrange elements/ships/units (based on speed, range, firepower, survivability, etc.) and activities (attack, defense, reconnaissance, movement to contact, etc.). That said, a naval officer will describe the effect of modern surface-to-surface missiles in the same way carrier-based aircraft worked in WWII -- pulses of firepower and "attack effectively first" for example. The use of drones and other innovative capabilities don't change the tenets -- just the probabilistic combat models (and speed of the commander's decision cycle).

What almost all games fail to model are the external, developmental effects on warfare -- political, diplomatic and moral influences for instance.  Why is an adversary armed with 305 Enfield Mark III's from 1907 standing toe-to-toe against power with nuclear weapons (or nerve agent) for instance?  DW makes some good attempts -- penalties for attacking races that are already part of population, etc. -- but it's very basic. There are no research penalties/modifiers based on government type or reputation that I know about for instance.  There are no treaty restrictions to break overtly or covertly. You can't be unseated from control of your empire or assassinated for genocide, etc.




< Message edited by Malevolence -- 10/12/2011 7:18:34 PM >


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RE: The problem of warfare and technology in 4x games - 10/12/2011 7:38:03 PM   
feelotraveller


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I've only got a vague historical memory but the arquebus in itself was not that useful. It took the adoption of volley fire to unleash its potential.

Dont sell DW short though. There are real differences between beams, missiles, torpedoes and starfighters, significant enough that tactical diversity is more than possible. I haven't played enough to have stumbled upon the equivalent of firing in ranks but you can certainly play some fun games if you outrange OR outgun your opposition. In the end there is something of a convergence but early/mid-game there is definitely more than one viable approach. The problem, if it is that, with any 4x game is that it must use set parameters. It won't get over this unitl we get real AI - rather the palid simulation we have at the moment which is really nothing much more than (a very complex) set of dice throws.

Space is not just space. Just like land is not just land. Currently in-game it is but there is more than enough possible variation - deep space, (solar) systems and planetary proximity? Gravity wells and particle/asteroid fields? Imagining/defining different space terrain types is not a problem. Getting someone to program it all probably is.

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RE: The problem of warfare and technology in 4x games - 10/13/2011 4:29:00 AM   
Brainsucker

 

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well, yes. I agree with you, Malevolence; and Feelotraveller you got the point too.

Let us use DW as the example. Ok, DW has beam, missile, torpedo, and starfighters. Yes, you can make (if not a lot, many) tactical choice with them. But because they are all offered at the same time (the beginning) to the players, thus make this weapon as the weapon of the same era of warfare.

But, what next? What happen to the future? What happen to the next era? We are talking about conquering a galaxy (with 700 stars at least).

now let see to the historical war ship. From the simple Trireme to our current Nimitz class Carrier. We can simply say that Trireme come from different era to a Frigate, and a Galleon came from another different era to the WW 1 era of warship.

The concept still the same, they are warship. But their capability is different. With trireme, you will attack the enemy with arrow, but with frigate, you attack them with cannon. yes, both of them are the tool to kill. But it change the way of a ship maneuver and attack the enemy. Then come to the WW 2 type of Cruiser or Battleship, and now our current era warship. They are all different, even when they are all warship, and the officer still consider them the same.

It should be true to 4x game in space too. The earliest era of warship should be more simple but limited in capability. The space is vast. How could the end of game technology has the same trait as the earliest version of it (with only different HP, etc). A starship that has the capability to travel hundred of sectors should have different capability than the earliest starship who can only travel within the star system. Because they face different challenge than the earliest one. The concept of fleet management should be different, too.

For example, the invention of holographic technology will open a whole branch of holographic technology, like creating the image of your starship. But also holographic HUD in your flagship that can control the whole fleet better.

and now look at the formula of design feature of the game. At the beginning of the game, to operate a starship you need a bridge, engine, reactor, life support, crew quarters, and a hyperdrive engine. for a warship, you need some beam (3 - 5 units) shield and armor. And what happen to your latest warship when you have conquer half of the galaxy?

Oh yes, a bridge, more engine, more life support, more reactor, more crew quarters, and a better hyperdrive engine. Plus you will have more weapons (more units than before), more shield, more armor, etc.

Well, there is nothing wrong with it, except the feel of no changing era. Because, well, your ship is only bigger and has more weapons than at the beginning of the game. The concept of the earliest era still true. You have beam, torpedo, missile, and starfighter. You don't have the feel of... or... you can't tell the different between the starship from the 23th century and the one from 24th century.

This is my point.


< Message edited by Brainsucker -- 10/13/2011 4:32:08 AM >

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RE: The problem of warfare and technology in 4x games - 10/13/2011 4:30:39 PM   
Gargoil

 

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quote:

ORIGINAL: Brainsucker

well, yes. I agree with you, Malevolence; and Feelotraveller you got the point too.

Let us use DW as the example. Ok, DW has beam, missile, torpedo, and starfighters. Yes, you can make (if not a lot, many) tactical choice with them. But because they are all offered at the same time (the beginning) to the players, thus make this weapon as the weapon of the same era of warfare.

But, what next? What happen to the future? What happen to the next era? We are talking about conquering a galaxy (with 700 stars at least).

now let see to the historical war ship. From the simple Trireme to our current Nimitz class Carrier. We can simply say that Trireme come from different era to a Frigate, and a Galleon came from another different era to the WW 1 era of warship.

The concept still the same, they are warship. But their capability is different. With trireme, you will attack the enemy with arrow, but with frigate, you attack them with cannon. yes, both of them are the tool to kill. But it change the way of a ship maneuver and attack the enemy. Then come to the WW 2 type of Cruiser or Battleship, and now our current era warship. They are all different, even when they are all warship, and the officer still consider them the same.

It should be true to 4x game in space too. The earliest era of warship should be more simple but limited in capability. The space is vast. How could the end of game technology has the same trait as the earliest version of it (with only different HP, etc). A starship that has the capability to travel hundred of sectors should have different capability than the earliest starship who can only travel within the star system. Because they face different challenge than the earliest one. The concept of fleet management should be different, too.

For example, the invention of holographic technology will open a whole branch of holographic technology, like creating the image of your starship. But also holographic HUD in your flagship that can control the whole fleet better.

and now look at the formula of design feature of the game. At the beginning of the game, to operate a starship you need a bridge, engine, reactor, life support, crew quarters, and a hyperdrive engine. for a warship, you need some beam (3 - 5 units) shield and armor. And what happen to your latest warship when you have conquer half of the galaxy?

Oh yes, a bridge, more engine, more life support, more reactor, more crew quarters, and a better hyperdrive engine. Plus you will have more weapons (more units than before), more shield, more armor, etc.

Well, there is nothing wrong with it, except the feel of no changing era. Because, well, your ship is only bigger and has more weapons than at the beginning of the game. The concept of the earliest era still true. You have beam, torpedo, missile, and starfighter. You don't have the feel of... or... you can't tell the different between the starship from the 23th century and the one from 24th century.

This is my point.



I only partially agree.

Agree: The more diversity in systems leading to revolutions in warfare is needed, and it not highly developed in DW.

Disagree: DW does not just expand the ship size with time. The weapons ranges, weapon damage, targeting, countermeasures, speed, etc, all change as well as introduce some weapons not available at early tech levels.

As one example, you certainly can make a dedicated Carrier with advanced Fighter/Bombers midgame, which use a particular tactical approach, that is not seen in the early game.


(in reply to Brainsucker)
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RE: The problem of warfare and technology in 4x games - 10/13/2011 7:17:13 PM   
Kayoz


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quote:

ORIGINAL: Brainsucker

So, give us the experience of evolving warfare, not just a unit with better stats.


I'd be happy with an AI that sucks less.

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RE: The problem of warfare and technology in 4x games - 10/14/2011 2:48:15 PM   
Shark7


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The nature of war does not change. War always has been and always shall be about greed. After all, greed is the root of all evil.

The death toll rises exponentially as the technology becomes more advanced.

_____________________________

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RE: The problem of warfare and technology in 4x games - 10/15/2011 6:29:18 PM   
Baleur


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quote:

ORIGINAL: Malevolence

I'll try not to belabor the point, but "tactics are the art and science of employing all available means to win battles and engagements. Specifically, it comprises the actions taken by a commander to arrange units and activities in relation to each other and the enemy."

Raap hits the nail on the head.  Technology most effects how you arrange elements/ships/units (based on speed, range, firepower, survivability, etc.) and activities (attack, defense, reconnaissance, movement to contact, etc.). That said, a naval officer will describe the effect of modern surface-to-surface missiles in the same way carrier-based aircraft worked in WWII -- pulses of firepower and "attack effectively first" for example. The use of drones and other innovative capabilities don't change the tenets -- just the probabilistic combat models (and speed of the commander's decision cycle).

What almost all games fail to model are the external, developmental effects on warfare -- political, diplomatic and moral influences for instance.  Why is an adversary armed with 305 Enfield Mark III's from 1907 standing toe-to-toe against power with nuclear weapons (or nerve agent) for instance?  DW makes some good attempts -- penalties for attacking races that are already part of population, etc. -- but it's very basic. There are no research penalties/modifiers based on government type or reputation that I know about for instance.  There are no treaty restrictions to break overtly or covertly. You can't be unseated from control of your empire or assassinated for genocide, etc.



You're making examples from WW2, which is quite recently in galactic timescales. Heck we still use WW2 weapons in many parts of the world, because they are just guns, modern guns are the same just with a higher "accuracy or dps" stat, lol.

But think of a space game, SPACE! Colonizing planets. Think of timescales of 100, 1000 or 10,000 years.
I agree that the baseline concept of war never changes since the ancient eras, but the WAY wars are fought change drastically.
To say that it doesnt is folly, the Japanese would strongly disagree with you on that one westeners brought gunpowder weapons to them. Their entire way of waging war, honorable warfare, was shook up and turned upside down. Many of them, while disgusted by the dishonorable idea of killing a man by a bullet, were simply forced to completely change the way they fought wars lest the would be overrun by their enemies with now superior weapons (and ways the battles were fought).

You simply can not fight a battle with muskets the same way you fought with bow and arrow.
I know you make alot of examples regarding how this is tactics, but yeah, thats what it is. But it is also strategy.
The appearance of aircraft carriers also completely changed many strategic aspects of warfare. Imagine a mere 1000 years ago when naval battles had next to no impact what so ever on landlocked countries?
Today, an aircraft carrier can bring death and destruction to an otherwise well defended bastion, from any direction.

If that isnt an evolution and radical change in how wars are fought, i dont know what is.
Yes one could argue that "oh, the bombs from the airplanes are just another form of swords striking the enemy". But by that logic we might as well simplify everything down to ridiculous levels and claim that a nuclear bomb is just a more effective way of throwing a rock at an orangutang..

(in reply to Malevolence)
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RE: The problem of warfare and technology in 4x games - 10/15/2011 7:05:16 PM   
ASHBERY76


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I do not think this engine is suited at all well for a deep tactical combat game, it has to run everything on the same screen at the same time in real time for a start,unlike MOO or SOTS which has a separate tactical game to the strategic game.

I think DW should stay being a grand strategic game and not fiddling with tactics in ships design in a continuous real time campaign.I was not convinced by any of the new weapons systems in the previous expansion really brought much to the table apart from making the A.I worse as it does not counter your designs at all.More choices would make it even worse.

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RE: The problem of warfare and technology in 4x games - 10/15/2011 7:06:33 PM   
Shark7


Posts: 7937
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From: The Big Nowhere
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quote:

ORIGINAL: Baleur


quote:

ORIGINAL: Malevolence

I'll try not to belabor the point, but "tactics are the art and science of employing all available means to win battles and engagements. Specifically, it comprises the actions taken by a commander to arrange units and activities in relation to each other and the enemy."

Raap hits the nail on the head.  Technology most effects how you arrange elements/ships/units (based on speed, range, firepower, survivability, etc.) and activities (attack, defense, reconnaissance, movement to contact, etc.). That said, a naval officer will describe the effect of modern surface-to-surface missiles in the same way carrier-based aircraft worked in WWII -- pulses of firepower and "attack effectively first" for example. The use of drones and other innovative capabilities don't change the tenets -- just the probabilistic combat models (and speed of the commander's decision cycle).

What almost all games fail to model are the external, developmental effects on warfare -- political, diplomatic and moral influences for instance.  Why is an adversary armed with 305 Enfield Mark III's from 1907 standing toe-to-toe against power with nuclear weapons (or nerve agent) for instance?  DW makes some good attempts -- penalties for attacking races that are already part of population, etc. -- but it's very basic. There are no research penalties/modifiers based on government type or reputation that I know about for instance.  There are no treaty restrictions to break overtly or covertly. You can't be unseated from control of your empire or assassinated for genocide, etc.



You're making examples from WW2, which is quite recently in galactic timescales. Heck we still use WW2 weapons in many parts of the world, because they are just guns, modern guns are the same just with a higher "accuracy or dps" stat, lol.

But think of a space game, SPACE! Colonizing planets. Think of timescales of 100, 1000 or 10,000 years.
I agree that the baseline concept of war never changes since the ancient eras, but the WAY wars are fought change drastically.
To say that it doesnt is folly, the Japanese would strongly disagree with you on that one westeners brought gunpowder weapons to them. Their entire way of waging war, honorable warfare, was shook up and turned upside down. Many of them, while disgusted by the dishonorable idea of killing a man by a bullet, were simply forced to completely change the way they fought wars lest the would be overrun by their enemies with now superior weapons (and ways the battles were fought).

You simply can not fight a battle with muskets the same way you fought with bow and arrow.
I know you make alot of examples regarding how this is tactics, but yeah, thats what it is. But it is also strategy.
The appearance of aircraft carriers also completely changed many strategic aspects of warfare. Imagine a mere 1000 years ago when naval battles had next to no impact what so ever on landlocked countries?
Today, an aircraft carrier can bring death and destruction to an otherwise well defended bastion, from any direction.

If that isnt an evolution and radical change in how wars are fought, i dont know what is.
Yes one could argue that "oh, the bombs from the airplanes are just another form of swords striking the enemy". But by that logic we might as well simplify everything down to ridiculous levels and claim that a nuclear bomb is just a more effective way of throwing a rock at an orangutang..


Actually to be precise there are several weapons that are unchanged since the 1910s, and some still in use that were built in the 1920s. Two good examples: The Bofors 40mm AAA and the M2 Browning Heavy Machine Gun.

I know some PDs still have their Thompson SMGs from the 20s, in perfect working order.

_____________________________

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Post #: 16
RE: The problem of warfare and technology in 4x games - 10/16/2011 10:21:36 AM   
feelotraveller


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quote:

ORIGINAL: ASHBERY76
snip
I was not convinced by any of the new weapons systems in the previous expansion really brought much to the table apart from making the A.I worse as it does not counter your designs at all.More choices would make it even worse.


My bolding. This goes to the heart of the matter.

If you build a radical (gunpowder, stirrup, etc.) technological change into the game, what happens?

The player (once aware of the significance) beelines for the technology. It actually forces you to play the game a single way - yuk!

Now the computer (AI?, snicker) can be programmed one of two ways. 1) Beeline for the technological paradigm shift. Real boring game ensues with everybody racing to the same thing. Double yuk. 2) Not to beeline for the technology. Player gets even more advantage over the computer. Double yuk.

There are two ways to avoid this which DW uses. 1) Make change incremental. Hence no particular advance makes a crushing difference. 2) Make the advances choices. Hence there is no one right answer.

Better beams or basic missiles and starfighters? Either can be made to work and neither gives a crushing advantage.

However as Ashbury says, the player will find a way to leverage more minor differences. I think this is somewhat unfortunate as I like to have choices of weapons/tactics. So I'll join the call for the... computer... to be coded better to respond to players approaches. Pity the damn thing can't learn zip.

The difference with real life approaches to war is technological change is not prescripted. I don't think anyone has even considered (let alone tried) making a computer game like that. Probably about as difficult as building an Artificial Intelligence worth its name.

(in reply to ASHBERY76)
Post #: 17
RE: The problem of warfare and technology in 4x games - 10/16/2011 5:10:46 PM   
Shark7


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From: The Big Nowhere
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There is another system of research that could work well in a game like DW.

It is semi open ended and on a bell curve. Let me explain.

In this system, all technologies would be researched simultaneously, but each point of upgrade is exponentially more expensive to get than the previous. At certain points along the way, the research is 'maxed out' (that item can get no better) and a new 'product' is opened to start research on.

Now since all techs are researching at the same time (very real world BTW) and progressing along the same curve, balance is maintained. Your beam weapon will increase in firepower, but the armor/shield systems are increasing in protection at the same rate, at the same time.

Example:

Laser starts with 1 FP, 5 Range, 5 energy use, 5 sec refire... the max out of this is 5 FP, 9 Range, 1 energy use, 1 sec refire. As you research, there are four stops along the way. The first stop is easy and costs 10 points, step 2 is 100 (10 squared), step 3 is 10,000 (100 squared), and the final step is 100 million (10k squared). So the more powerful the weapon gets, the longer it takes to get there. Once you reach the max out point, then the 'Pulse Laser' may be available with stats such as .5 FP, 6 Range, 1 Energy Use, 1 Refire and its max out is 2 firepower, 10 Range, .2 Energy Use, .2 Refire, etc.

Also, the opening up of the new tech does not necessarily have to be at the end of the line for the previous item, it can be at any step along the way.

But this is a very hands off research system, since the player has no input into it. It researches everything at the same time, and as new stuff opens up, it researches it too. But it is a possibility.

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RE: The problem of warfare and technology in 4x games - 10/17/2011 7:22:12 AM   
Brainsucker

 

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what about splitting the research to some era. For example, the earliest era, the middle era, the later era, the galaxy era, and move on

Each era will have their own technology and concept. The more era of technology you go, the smaller the galaxy of 700 stars you feel. At the end of the game, you will be able to consider the whole galaxy map as the battle ground, when you wages war with somebody.


< Message edited by Brainsucker -- 10/17/2011 7:27:06 AM >

(in reply to Shark7)
Post #: 19
RE: The problem of warfare and technology in 4x games - 10/17/2011 7:04:51 PM   
Kayoz


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quote:

ORIGINAL: Brainsucker

what about splitting the research to some era. For example, the earliest era, the middle era, the later era, the galaxy era, and move on

Each era will have their own technology and concept. The more era of technology you go, the smaller the galaxy of 700 stars you feel. At the end of the game, you will be able to consider the whole galaxy map as the battle ground, when you wages war with somebody.



Egads - that would be a nightmare to balance. Sounds like you'd have to consider three separate systems, AND their interaction (ie: late vs. middle).

(in reply to Brainsucker)
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RE: The problem of warfare and technology in 4x games - 10/17/2011 9:22:35 PM   
tjhkkr


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In many ways, warfare would change only by weaponry employed and mode/speed of transit. You would never ever have a wide front like you had in WWII where men kept a front line [There might be monitor stations with longrange sensors and a group of reaction ships]. Battles would revolve around points of interest, and in the vastness of space, you could always bypass or try to outrun a string of patrol ships... It would be a different beast from anything we understand on the earth at the present time. So you would see tactics change by weapons and mode/speed of transport... not so much in the grand way it changed from Barbarians to Romans to 1800 to WWI to WW2 to hypothetical WWIII...

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(in reply to Kayoz)
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RE: The problem of warfare and technology in 4x games - 10/17/2011 9:39:06 PM   
Ilita

 

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To sum up, war hasn't change much from ancient times fronm politician's point of view. Especially when you count nuclear or gas weapon as a tool of politics. You just spend your mony and preay your generals are trustworthy and scientists are smart.

(in reply to tjhkkr)
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RE: The problem of warfare and technology in 4x games - 10/21/2011 6:15:08 PM   
OJsDad


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Great discussion.

1. I agree with Ashbery. The game engine in DW doesn't allow for tactics. First, you would need formations, which DW doesn't have. Then, you would need ships designed to fill a role within that formation. Fighting in DW is more of a free for all. I'm not sure that there is a fix for this in the current engine.

2. One thing that I've always thought would be neat, and is kind of reinforced in the Honor Harrington series, which I just started to read this year, is that not all technology is the same. While both sides may have level 1 shields, they do not always have the same abilities. One way to perhaps to model this in DW would be to randomize technology costs and effects of technology so that in a given game, the cost of researching a technology will cost different for each race, but effect that the technology gives will be random from race to race in each game. So a level 1 shield that has a base 100 stregth may be 105 stregth for race A, and 98 for race B.

(in reply to Ilita)
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RE: The problem of warfare and technology in 4x games - 10/27/2011 4:54:56 PM   
MadMcAl

 

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There are multiple possibilities to bring more strategy and/or tactic into a 4X-game.

1. Mode of FTL-Travel.
I never was a fan of a single way for faster than light. Imagine different modes of FTL, that are not race-specific like in SotS but can be independently researched. There you have the 2 different Warp-drives, the Hyper-drive, the Jump-drive, the Jump-points and Jump Gates.
Jump-points, natural occurring jump gates connecting 2 points with each other are for all instances simply there, without any need for research. But they have some distinct disadvantages. For one, the different jump points in a single system can be really far away from each other (several AU at the rule). Before you go through one for the first time you simply have no way to predict where you come out.
It may be in the radioactive heart of a recent supernova (instantly incinerating the probing ship) or near enough to a black hole that the ship is doomed, or it can come out directly besides a new garden eden.
This mode of FTL provides with logical frontiers. The jump points will be maximally fortified (at least the points to the outside of the own empire) and a mobile fleet will be placed in a conveniently placed position to form a fast response unit.
Wars will be assaulting jump points trying to break through. As soon as the break through is there the assailant can run rampant a long way until he runs into the next fortification. Very static, with high casualties on the attacker side.
And the first one who develops an jump-point independent FTL earns an huge advantage.
If now every FTL has similar pros and contras, and different development stages for every one of the 5 artificial FTLs that will be a huge dynamic in the later stages of the game.
If a hyper block prevents hyper drives from working, but a warp drive will work fine, but a warp disrupter will make the use of a warp drive a lethal gamble... well let play your fantay.

2. STL-drives
Yep, the good old slower than light...
Different ways of normal space drives bring similar exiting variants into the play. First, everybody will have the good old reaction drives as anybody else. Not very effective, but hey, its a start.
But later different ways of reaction-less drives with different pros and contras (for example the previously mentioned Honor Harrington Universe, where EVERYBODY uses the same method of reaction-less drive with the distinct disadvantage that it is visible on scanners from the other side of the system, and when somebody uses old style reaction thrusters she is able to so totally surprise the enemy that the whole battle is over in 20 seconds with a total annihilation of one force without firing a single shot, or when one empire develops a new, way slower but practically invisible reaction-less drive it can break through the absolutely strongest fleet in the galaxy unseen and destroy the whole orbital infrastructure with impunity) then what drive you build into your ships will make a strong difference. And of course what drive-types you are able to spend research money to.

3. Weapons vs. Armor and Shields-
Actually a surprisingly simple concept. Reactive Armor is designed specifically to counter the shaped charge effect of HEAT-rounds (High-Explosive-Anti-Tank) that where the normal tank weaponry in the seventies is virtually useless against KE-rounds.
Similar, how effective a normal LASER is (in relation to its power) depends mostly on its wavelength and the material it is supposed to destroy. For wavelength x (lets say a red laser) material y (a ceramic armor) is normal, 90% of the laser-energy is actually used to damage the armor, while material z (a different ceramic armor) is for this laser for all purposes a mirror, and only 2% of the energy are actually damaging the armor. The rest is reflected. For wavelength a (a blue laser) on the other hand the situation is nearly completely opposite. What armor and what laser should you use?
That will be much more complicated if you use electromagnetic shields. These are defined in their efficiency by the frequency (1/wavelength - I know, it is a bit more complicated, but with EM-shields and laser this is mostly irrelevant). So shields with frequency x are most efficient against lasers with wavelength 1/x, but nearly completely useless against lasers with the wavelenght 1/y. To make it worse, your own lasers have to pass through your own shields with as much energy left as possible.
By simply choosing the armor, the shield-frequency and the laser-frequency you have a staggering amount of tactic.
Now if you develop the shield and laser tech with variable frequencies you have a borg-like battle where every side tries to match the laser-frequency optimal to the enemy shield-frequency while setting the own shield to defend optimal. The side with the better (AKA faster) sensors, computers and frequency-control-circuits will win.
And all that will be much more interesting with weapon- and shield-technology that leaves the good old EM waves.
Phasers, Disruptors, coherent gravity and so on.
Again Shield technology x is virtually useless against weapon technology y, while practically impenetrable against weapon tech z.
And if different shield technologies are incompatible with each other (so you can't pack two different shield-techs on the same body) you have again a very interesting strategic chaos.
How you design your ships, and the mix of the different ship-types will be much much more important. So you will have missile destroyers, phaser-destroyers, disrupter-destroyers, grav-lance-destroyers, torpedo-destroyers and so on, and how you mix your fleets against what enemy will decide about victory or defeat.

And all that should be actually relatively easy to program an AI for, as the rules are well defined.
1. The AI decides its own preference of research.
2. The AI reacts to the observation of potential enemies by investing research to its specific weapon- and defense-mix.
3. The AI tries to hold its own mix secret. So spies will become much much more important.

(in reply to OJsDad)
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