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Operational Command?
Posted: Tue Jun 29, 2004 7:26 pm
by Alexander Seil
This might have been answered at some point somewhere, but I was wondering as to the role of the upper ranks in the game. If you reach the top rank, would you still be merely commanding a battlegroup, or will you be able to tell other battlegroups what to do? I don't just mean in the same sector, so, for example, could you order several battlegroups from different systems to converge on one particular sector? Also, could you reorganize the OOB and shuffle battleships and such from one group to another? Finally, will you be able to manage support assets...I've seen some in the demo and the editor had some weird ship classes, so I thought that might be in as well. Any info will be very much appreciated.
RE: Operational Command?
Posted: Tue Jun 29, 2004 7:49 pm
by Grell
Excellent questions, I'm thinking the same way you are in terms of these points of interest.
RE: Operational Command?
Posted: Wed Jun 30, 2004 12:50 am
by TheDeadlyShoe
Bah! Typed up a long post, but lost it.
Anyways-
You CAN stage multi-group assaults, but you need to set up the navpoints manually during the mission briefing. And of course as a Carrier commander you can stage coordinated assaults with fights to go with that.
That brings up a nice point- Milo, it'd sure be nice if we could specify a "hold time" for packages to wait in space, so we can say, order two bomber flights to launch and hold 1 minute while a fighter package launches to escort them.
RE: Operational Command?
Posted: Wed Jun 30, 2004 1:46 am
by Alexander Seil
That, however, still keeps us within the "mission" framework. It would be silly for a Grand Admiral to be choosing a mission, since he's the guy who has absolute control over all the missions available. The whole point of having a comprehensive operational command system would be to give the player free hand in destroying the enemy forces in the given region of the galaxy. No missions, just two fleets facing each other, including repair/supply/support/ground units and such. Think WITP in space. If dynamic campaign AI can direct long-term operations, why can't we??? It would be a tragedy if such a great opportunity at making the first ever fully 3D sci-fi operational wargame is lost, since, as I gather, the game can easily handle both the necessary mechanisms (including the ability to "play" a starbase, thus avoiding the actual combat) and the scale.
RE: Operational Command?
Posted: Wed Jun 30, 2004 2:57 am
by TheDeadlyShoe
There's no supply model... Missions are simply the framework the game works within. When you're a carrier commander, it doesn't mean anything, you jump in and you do what's necessary, regardless of what your mission may be.
Regardless, it's an interesting possibility for Starshatter 2. Lot's of stuff (ie bumpmapping) got shoved off the "possible in reasonable timeframe" in Starshatter 1.
Even us beta testers don't know what's beyond Shining Fortress... it's not out of the question for there to be a starbase you can command.
I'm not sure if you can set navpoints for friendly groups in mission atm or not. It would be nice if there was an advanced nav-map with click and drag navpoint functionality for squadrons. Yeah, that'd be sweet.
If you want Fleet on Fleet slugfest it's certainly not out of the question. The fleet wars MP map is a good example. Within one mission is the ability the hop around within a system- Even multiple star systems, depending on how you code it!
I don't think it's even out of the question for someone to code a campaign system w/ a web interface, which then generates mission DEFs for a MP server or actively manipulates it.
RE: Operational Command?
Posted: Wed Jun 30, 2004 3:27 am
by John DiCamillo
That brings up a nice point- Milo, it'd sure be nice if we could specify a "hold time" for packages to wait in space, so we can say, order two bomber flights to launch and hold 1 minute while a fighter package launches to escort them.
Uh, that should already be in there. Double-check the navpoint popup menu in the navigation screen, but it should have a "Hold" sub-menu with choices like None, 1 minute, 5 minutes, etc.
Regarding operational command - I did consider it. But in the end, I was concerned about diluting the main focus of the game, which is simulation and action. I decided to make Starshatter a space sim with tactical and operational elements, rather than a true genre-blender all-things-to-all-men sort of mish-mash.
If you reach the top rank, would you still be merely commanding a battlegroup, or will you be able to tell other battlegroups what to do?
Funny you should mention that. All command ranks are able to issue orders to those units below them in the chain of command. However, once you attain the rank of Grand Admiral, you are able to issue orders to all units on your team, whether they are part of your battle group or not.
RE: Operational Command?
Posted: Wed Jun 30, 2004 3:36 am
by TheDeadlyShoe
I meant in the launch bay screen, lol. A dropdown box that would apply to navpoint 1
but its not a big deal
RE: Operational Command?
Posted: Wed Jun 30, 2004 4:11 am
by Alexander Seil
It's a shame, really, that there is no true operational level command here. Oh well. Back to my hexes.
RE: Operational Command?
Posted: Wed Jun 30, 2004 4:52 am
by TheDeadlyShoe
Not for everyone I guess. [8D]
RE: Operational Command?
Posted: Wed Jun 30, 2004 5:13 am
by Mr.Frag
Grand Admiral
So, just how many missions gets you there? [X(]
RE: Operational Command?
Posted: Wed Jun 30, 2004 5:15 am
by TheDeadlyShoe
Hehe. quite a few. But you can get a lot of score in on emission once you start getting up there in rank. Completing a campaign gives you a large boost (?) I think.
Plus, EVERYTHING you do counts towards your rank. So if you want, you can just run single missions over and over.
RE: Operational Command?
Posted: Wed Jun 30, 2004 5:28 am
by Mr.Frag
So if you want, you can just run single missions over and over.
Thanks, but i'll have to do that just to *complete* the mission alive, forget about gaining rank [:D]
RE: Operational Command?
Posted: Wed Jun 30, 2004 5:50 am
by TheDeadlyShoe
Haha [:D]
I hear ya. Highland's pretty tough/
I was referring to missions like Destroyer Duel or Fleet Wars, though
Hmm...speaking of which. Milo, will AI carriers jump out in single missions?
RE: Operational Command?
Posted: Wed Jun 30, 2004 7:01 am
by Kuokkanen
ORIGINAL: Alexander Seil
The whole point of having a comprehensive operational command system would be to give the player free hand in destroying the enemy forces in the given region of the galaxy. No missions, just two fleets facing each other, including repair/supply/support/ground units and such.
It wouldn't be campaign, it would be mission. There is mission editor included so you can do it yourself. repair/supply/support/ground units are out though.
ORIGINAL: Alexander Seil
It would be a tragedy if such a great opportunity at making the first ever fully 3D sci-fi operational wargame is lost, since, as I gather, the game can easily handle both the necessary mechanisms (including the ability to "play" a starbase, thus avoiding the actual combat) and the scale.
Homeworld is closest thing with this. Get it and play, it is good too. I have heard X2 has similar elements you have described including fighter combat and starship command.
Then are strategy games which include whole lot stuff including diplomacy, technology development, resource management, building things to planets, building fleets, commanding fleets etc. Homeworld games have some of that in very small scale. Imperium Galactica 2 is easy, simple and realtime game with all elements I described. Space Empires serie, Master of Orion serie and Galactic Civilizations are heavy weight and complex turn based stragy games. I don't know about Starships Unlimited Divided Galaxies, but you can go to game forum and ask around. It's right here in Matrix.
RE: Operational Command?
Posted: Wed Jun 30, 2004 12:01 pm
by Bcasner
This is a big problem..
Thanks, but i'll have to do that just to *complete* the mission alive, forget about gaining rank
But there is a solution I've just found!
When you're wracking up the kills but it looks bad for the home team... hit escape! Then choose option 1, End Mission. You're given points up to the part of the mission and you live to fight another day....
Enjoy!
My big question is the game tells me I can transfer to command, even have a greyed out transfer button on one of the screens but I can't figure out how to get to that part of the game. Any help would be appreciated! [:)]
RE: Operational Command?
Posted: Wed Jun 30, 2004 3:34 pm
by Alexander Seil
None of the abovementioned games, particularly Master of Orion, qualify as wargames. The focus is not on military operations, hence they're not wargames. Homeworld is an RTS, pure and simple (putting it in three dimensions doesn't make it a wargame, even though its focus is on war). Starshatter comes pretty damn close, though (but not close enough).