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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