Alan Emrich interview (cont.)

Explain how combat works if you can.

That’s a big question. We’ve moved the scale up and ships are now combined into Task Forces. Each Task Force operates, in many ways, like a single ship; it has a facing, bunches of weapons and other components, you can give it orders, and so forth. It’s just made up of a collection of individual ships, that’s all. And each of those ships has a role to play in the Task Force, and a position within it (Core Group, Escort, or Picket). It will be very smooth and elegant to get information from and issue orders to your Task Forces, too.

Combat works in stages. After the Planning Phase is complete (i.e., everyone has hit the "Done" button or time has expired), where space battles occur is determined. At a space battle, which generally occurs around a solar system, the two opposing players will each select a Battle Plan from among their available options. This establishes each side’s approach to the battle zone, the timing of their arrival, pre-set orders, changes in doctrine, calling for reinforcements to hasten to battle, etc.

The computer then sets up the battle zone. A battle zone is usually centered on a single planet and its neighbors (moons, rings, etc.). Based on each side’s Battle Plan, forces will either begin located at some place in the battle zone, or enter it somewhere along a particular "edge" at a prescribed time. While the solar geography will be known to all, where the enemy forces are will, often, be a mystery when a battle commences. Space "terrain" (nebula, asteroids, etc.), scanners, sensors, and method of searching (active or passive), along with technologies (such as "stealth") all affect detection of (and the level of detailed information available about) enemy forces. The general rule (or "Admiral" rule, in this case) is, if you spot them before they spot you, that’s a good thing and you should try to take advantage of it (i.e., launch a strike, if you have long range capabilities; avoid them if you’re a troop convoy, etc.).

So, the battle commences. It does so in "real-time." This is not a click-fest, action-oriented, tactical experience as the term "real-time strategy game" has, unfortunately, become known. NO! Such a thing in MOO3 would be sacrilege (and I sure as heck wouldn’t play it). I get a lot of concerned mail about the space battles in MOO3 being real time, so let me be very clear that the combat system in MOO3 is not like the "real-time" games you’ve experienced before. Perish the thought.

One big difference is that we offer two fully functional "scales" that players can conduct the battle in (and switch back-and-forth between). There is a Strategic View (think of this as the map overview showing the entire battle zone from an "overhead" perspective and providing the "big picture" of a battle) and an Operational View (where the glorious looking ships are seen, in their Task Force formations, blazing away at each other in a spectacle of electric mayhem). The key to our presentation of combat will be the pacing of space battles. It will be stately; it will be cinematic. It will not be frenetic. There will generally be ample time to absorb information and issue new orders (if you’re not the one who gets surprised, that is). In fact, if we do this right, one of the smartest things you’ll be able to do at any given moment is nothing. That’s right, nothing. Just watch closely and let the situation develop a little bit more. With every passing moment, another new bit of feedback might come in – perhaps the critical bit that you should finally base a decision on and commit your forces to.

If you want a historical parallel, think of the history of naval warfare here on Earth. Early ships were all boarding actions and ramming. Later, cannons kept opposing fleets at a longer range, but boarding was still a cherished tactic. Eventually, the ranges opened up great distances, as far as a gun could shoot. Still, you have to find the enemy before you could engage him. But then the advent of fighters changed everything. Players will know what Yamamoto and Nimitz must have felt like in MOO3, but it will be even more than that. Players will have to adapt their tactics to changes in technology, big time. Yesterday’s fleet approach to victory simply won’t work tomorrow. "Perfect plans" will go out the window and the player best able to analyze and improvise will have the edge in space combat.

And after space combat, there is ground combat, which has also been pumped up. But that’s another story that is nearly as long as space combat, so let me save that for the time being.

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