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	<title>LegacyWorlds Beta 6 &#187; countermeasures</title>
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	<description>Updates on the new version&#039;s design and progress</description>
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		<title>Milestone 2 &#8211; Database contents &#8211; Game definitions</title>
		<link>http://blog.legacyworlds.com/index.php/2010-10-30/milestone-2-database-contents-game-definitions/</link>
		<comments>http://blog.legacyworlds.com/index.php/2010-10-30/milestone-2-database-contents-game-definitions/#comments</comments>
		<pubDate>Sat, 30 Oct 2010 10:03:37 +0000</pubDate>
		<dc:creator>TSeeker</dc:creator>
				<category><![CDATA[Milestones]]></category>
		<category><![CDATA[buildings]]></category>
		<category><![CDATA[capabilities]]></category>
		<category><![CDATA[countermeasures]]></category>
		<category><![CDATA[database contents]]></category>
		<category><![CDATA[fleet strategies]]></category>
		<category><![CDATA[game definitions]]></category>
		<category><![CDATA[internationalisation]]></category>
		<category><![CDATA[milestone 2]]></category>
		<category><![CDATA[productions]]></category>
		<category><![CDATA[resources]]></category>
		<category><![CDATA[ship parts]]></category>
		<category><![CDATA[technologies]]></category>
		<category><![CDATA[weapons]]></category>

		<guid isPermaLink="false">http://blog.legacyworlds.com/?p=222</guid>
		<description><![CDATA[A lot of what goes on in the game follows rules which imply values which may be changed during the game for balancing reasons, or simply to fix a mistake. In this post: Internationalisation Resource types Natural resources Types of weaponry and defences Production and capability types Technologies Fleet strategies Defence strategies Attack strategies Relative [...]]]></description>
			<content:encoded><![CDATA[<p><!-- p { margin-bottom: 0.08in; } --><span>A lot of what goes on in the game follows rules which imply values which may be changed during the game for balancing reasons, or simply to fix a mistake.</span></p>
<p><span>In this post:</span></p>
<ul>
<li><span>Internationalisation</span></li>
<li><span>Resource types</span>
<ul>
<li><span>Natural resources</span></li>
</ul>
</li>
<li><span>Types of weaponry and defences</span></li>
<li><span>Production and capability types</span></li>
<li><span>Technologies</span></li>
<li><span>Fleet strategies</span>
<ul>
<li><span>Defence strategies</span></li>
<li><span>Attack strategies</span></li>
<li><span>Relative strengths</span></li>
</ul>
</li>
<li><span>Stuff that can be built</span>
<ul>
<li><span>Building types</span></li>
<li><span>Ship parts</span></li>
</ul>
</li>
</ul>
<p><span><span id="more-222"></span></span></p>
<p><!-- p { margin-bottom: 0.08in; } --><span style="font-size: medium;"><strong>Internationalisation</strong></span></p>
<p><span>All text that is independent from the interface used to access the game is stored in the database. Each <span style="text-decoration: underline;">string</span> is identified by a <span style="text-decoration: underline;">code</span>, and associated to <span style="text-decoration: underline;">translations</span> in various <span style="text-decoration: underline;">languages</span>. Each language is identified by an <span style="text-decoration: underline;">ISO code</span> and a <span style="text-decoration: underline;">name</span> (in the language itself). The set of translations available in a given language may be incomplete, for example when a new language is being added.</span></p>
<p><span>All definitions which require a name or a description in fact use the internationalisation system.</span></p>
<p><!-- p { margin-bottom: 0.08in; } --><span style="font-size: medium;"><strong>Resource types</strong></span></p>
<p><span>The various types of resources which empire may possess and use are defined in the database. Each <span style="text-decoration: underline;">resource type</span> is identified by its <span style="text-decoration: underline;">name</span>; in addition, it carries a <span style="text-decoration: underline;">description</span> as another string from the internationalisation system. It belongs to a <span style="text-decoration: underline;">resource category</span>, itself identified by yet another string. All resources are given a <span style="text-decoration: underline;">value</span> which is used to compute e.g. player rankings. Finally, advanced types of resources only become visible when some <span style="text-decoration: underline;">technology</span> has been discovered.</span></p>
<p><a name="__RefHeading__3648_2003532168"></a> <span style="font-size: medium;">Natural resources</span></p>
<p><span>Some types of resources can be found in the game universe and can be extracted through mining operations. These <span style="text-decoration: underline;">natural resources</span> are added to the map when it is generated. Each type of natural resource has a non-zero <span style="text-decoration: underline;">probability</span> of being found at a location; in addition, the map generator should enforce an <span style="text-decoration: underline;">average quantity</span> and <span style="text-decoration: underline;">average extraction difficulty</span>.</span></p>
<p><!-- p { margin-bottom: 0.08in; } --><span style="font-size: medium;"><strong>Types of weaponry &amp; defences</strong></span></p>
<p><span>There are three categories of weaponry (beam weapons, mass drivers and missiles) and their respective countermeasures (shields, armours and point defence systems). Each <span style="text-decoration: underline;">weaponry or defence category</span> should be identified by its <span style="text-decoration: underline;">general type</span> and by <span style="text-decoration: underline;">whether it is a weapon or a countermeasure</span>. In addition, a <span style="text-decoration: underline;">name</span> and a <span style="text-decoration: underline;">description</span> need to be associated with each category.</span></p>
<p><a name="__RefHeading__3652_2003532168"></a> <span style="font-size: medium;"><strong>Production and capability types</strong></span></p>
<p><span>Productions and capabilities, whether they apply to whole empires, planets or ships, are described in the exact same way.</span></p>
<p><span>Generally speaking, a <span style="text-decoration: underline;">production or capability</span> is identified by a <span style="text-decoration: underline;">code name</span>. It possesses a <span style="text-decoration: underline;">display name</span> and a <span style="text-decoration: underline;">description</span>. It carries a flag indicating whether <span style="text-decoration: underline;">it is an additive or exclusive property</span> – for example, ship components providing automated repairs have an additive effect, while mineral scanners are either present or not.</span></p>
<p><span>The value of a production may not be meaningful to the player. In order to display that value, a production definition includes a non-zero <span style="text-decoration: underline;">display multiplier</span>, and may use a <span style="text-decoration: underline;">prefix</span> and / or a <span style="text-decoration: underline;">suffix</span>. If there is a suffix, then a <span style="text-decoration: underline;">suffix tooltip text</span> may be included. The prefix, suffix and suffix tooltip text are of course internationalised strings.</span></p>
<p><span>While empire and ship productions do not include any additional data, a <span style="text-decoration: underline;">planet production or capability definition</span> features a flag that indicates <span style="text-decoration: underline;">whether the production is local or global</span>. A local production is used at the planet&#8217;s level only, while a global production is computed at the owning empire&#8217;s level.</span></p>
<p><!-- p { margin-bottom: 0.08in; } --><span style="font-size: medium;"><strong>Technologies</strong></span></p>
<p><span>A <span style="text-decoration: underline;">technology</span> is identified by its <span style="text-decoration: underline;">name</span>. It carries a <span style="text-decoration: underline;">description</span>, and requires an amount of <span style="text-decoration: underline;">research points</span> to be accumulated before it is discovered. Each technology belongs to a <span style="text-decoration: underline;">technology category</span>, identified by its <span style="text-decoration: underline;">name</span>. A technology has an <span style="text-decoration: underline;">implementation price</span>, defined by at least one <span style="text-decoration: underline;">type of resource</span> and a positive <span style="text-decoration: underline;">quantity</span>. Finally, a technology may only be researched once its <span style="text-decoration: underline;">dependencies</span> (a set of other technologies) have been discovered.</span></p>
<p><span>In addition, a technology may provide some <span style="text-decoration: underline;">amount</span> of an <span style="text-decoration: underline;">empire production</span>.</span></p>
<p><a name="__RefHeading__3656_2003532168"></a> <span style="font-size: medium;"><strong>Fleet strategies</strong></span></p>
<p><span>Generally speaking, a <span style="text-decoration: underline;">fleet strategy</span> is described by a <span style="text-decoration: underline;">name</span> and a <span style="text-decoration: underline;">description</span>. In addition, all fleet strategies include a <span style="text-decoration: underline;">probability of intercepting shots to other fleets</span>, an <span style="text-decoration: underline;">advantage threshold</span> used to determine whether ground armies should be dropped to the planet&#8217;s surface, and an <span style="text-decoration: underline;">advantage multiplier</span> which indicates how much support a ship of size 1 gives to the ground armies. All strategies also include a <span style="text-decoration: underline;">probability of changing targets</span>.</span></p>
<p><a name="__RefHeading__3658_2003532168"></a> <span style="font-size: medium;">Defence strategies</span></p>
<p><span>A <span style="text-decoration: underline;">defence strategy</span> <span style="text-decoration: underline;">is a strategy</span> which can be used by fleets in defensive mode. In addition to the common strategy information, it also includes a <span style="text-decoration: underline;">probability of intercepting shots to the planet</span>.</span></p>
<p><a name="__RefHeading__3660_2003532168"></a> <span style="font-size: medium;">Attack strategies</span></p>
<p><span>An <span style="text-decoration: underline;">attack strategy</span> <span style="text-decoration: underline;">is a strategy</span> which can be used by attacking fleets. In addition to the common strategy information, attack strategies also include information related to attacking the planet: a <span style="text-decoration: underline;">weight modifier for ground structures</span>, which determines how likely a fleet using the strategy is to target the planet&#8217;s buildings; a <span style="text-decoration: underline;">military objectives modifier</span>, which indicates how likely the fleet is to target civilian structures, and a <span style="text-decoration: underline;">civilian casualties modifier</span>, which will be used to compute civilian casualties when firing at ground structures. In addition, because planets do not have strategies, the information regarding attack strategies&#8217; relative efficiency opposed to planets is included along with attack strategies. This information consists in 4 modifiers: <span style="text-decoration: underline;">aim</span> and <span style="text-decoration: underline;">damage</span> modifiers for the fleets, and <span style="text-decoration: underline;">aim</span> and <span style="text-decoration: underline;">damage</span> modifiers for planets.</span></p>
<p><!-- p { margin-bottom: 0.08in; } --><span style="font-size: medium;">Relative strengths</span></p>
<p><span>Each <span style="text-decoration: underline;">combination</span> of <span style="text-decoration: underline;">an attack strategy</span> with a <span style="text-decoration: underline;">defence strategy</span> is described through 2 sets of modifiers: <span style="text-decoration: underline;">aim and damage modifiers</span> for both the <span style="text-decoration: underline;">attacking</span> and the <span style="text-decoration: underline;">defending</span> sides.</span></p>
<p><a name="__RefHeading__3664_2003532168"></a> <span style="font-size: medium;"><strong>Stuff that can be built</strong></span></p>
<p><span>The database should contain the definition of all “<span style="text-decoration: underline;">buildable</span>” items. Such an item is always identified by a <span style="text-decoration: underline;">name</span>; it is associated with a <span style="text-decoration: underline;">description</span>, and its construction requires a positive amount of <span style="text-decoration: underline;">work</span>. In addition, all items which can be built carry a <span style="text-decoration: underline;">construction price</span> and a <span style="text-decoration: underline;">maintenance price</span>, both being a non-empty set of <span style="text-decoration: underline;">resource types</span> associated with positive <span style="text-decoration: underline;">quantities</span>.</span></p>
<p><a name="__RefHeading__3666_2003532168"></a> <span style="font-size: medium;">Building types</span></p>
<p><span>A <span style="text-decoration: underline;">building type</span> <span style="text-decoration: underline;">is a buildable item</span>. It generates at least one type of <span style="text-decoration: underline;">planet production</span>, with a <span style="text-decoration: underline;">maximal quantity</span> associated to each type of production. Each type of building provides <span style="text-decoration: underline;">a quantity of jobs</span> to be manned by the planets&#8217; population, and possesses a <span style="text-decoration: underline;">maximal amount of hit points</span>.</span></p>
<p><span>Buildings may also provide planet-side weaponry. A building may be associated with a <span style="text-decoration: underline;">type of weapon</span>, along with weapon characteristics – <span style="text-decoration: underline;">accuracy</span>, <span style="text-decoration: underline;">base damage</span>, <span style="text-decoration: underline;">charge time</span> and <span style="text-decoration: underline;">cool-down time</span>.</span></p>
<p><a name="__RefHeading__3668_2003532168"></a> <span style="font-size: medium;">Ship part types</span></p>
<p><span>A <span style="text-decoration: underline;">ship part</span> <span style="text-decoration: underline;">is a buildable item</span>. It belongs to a <span style="text-decoration: underline;">ship parts category</span> identified by a <span style="text-decoration: underline;">name</span> (a category may be a <span style="text-decoration: underline;">sub-category of another category</span>).</span></p>
<p><span>There are different types of ship part types, which correspond to major elements of a ship&#8217;s design.</span></p>
<p><span><strong>Rationale regarding the hybrid direct/meta modelling of ship parts:</strong> some of the ship parts&#8217; characteristics are essential in that they provide the basic description of a ship design; most of these characteristics are used as constraints during the design of a ship (for example, available hull space must be greater than / equal to the amount of used hull space multiplied by the empire&#8217;s miniaturisation capabilities). In addition, these basic characteristics should not change in further versions of LW. However, other characteristics corresponding to various special abilities are not necessary in most operations, and are likely to evolve as development progresses. The latter are stored using meta-modelling while the former are stored directly.</span></p>
<p><a name="__RefHeading__3670_2003532168"></a> <span style="font-size: small;"><strong>Hulls</strong></span></p>
<p><span>A <span style="text-decoration: underline;">hull</span> <span style="text-decoration: underline;">is a type of ship part</span> which <span style="text-decoration: underline;">provides space</span> for other parts. It is either <span style="text-decoration: underline;">mechanical or biological</span><em> </em>in nature, and defines the <span style="text-decoration: underline;">amount of hit points</span> as well as the basic <span style="text-decoration: underline;">manoeuvrability</span> of a ship. In addition, a hull may <span style="text-decoration: underline;">provide energy</span>. Finally, it <span style="text-decoration: underline;">may provide ship capabilities</span> in <span style="text-decoration: underline;">various quantities</span>.</span></p>
<p><a name="__RefHeading__3672_2003532168"></a> <span style="font-size: small;"><strong>Generators</strong></span></p>
<p><span>A <span style="text-decoration: underline;">generator</span> <span style="text-decoration: underline;">is a type of ship part</span> which <span style="text-decoration: underline;">consumes space</span> in a ship&#8217;s hull and <span style="text-decoration: underline;">provides energy</span>. It <span style="text-decoration: underline;">may require the ship to be mechanical or biological</span>.</span></p>
<p><a name="__RefHeading__3674_2003532168"></a> <span style="font-size: small;"><strong>Normal space engine</strong></span></p>
<p><span>A <span style="text-decoration: underline;">normal space engine</span> <span style="text-decoration: underline;">is a type of ship part</span> which <span style="text-decoration: underline;">consumes space</span> in a ship&#8217;s hull and <span style="text-decoration: underline;">requires energy</span>. It provides <span style="text-decoration: underline;">thrust</span>. It <span style="text-decoration: underline;">may require the ship to be mechanical or biological</span>.</span></p>
<p><span style="font-size: small;"><em><strong>Hyperspace engines</strong></em></span></p>
<p><span><em>A <span style="text-decoration: underline;">Hyperspace engine</span> <span style="text-decoration: underline;">is a type of ship part</span> which <span style="text-decoration: underline;">consumes space</span> in a ship&#8217;s hull and <span style="text-decoration: underline;">requires energy</span>. It provides <span style="text-decoration: underline;">Hyperspace displacement power</span>. It <span style="text-decoration: underline;">may require the ship to be mechanical or biological</span>.</em></span></p>
<p><span style="font-size: small;"><em><strong>Hybrid engines</strong></em></span></p>
<p><span><em>A <span style="text-decoration: underline;">hybrid engine</span> is an engine that is <span style="text-decoration: underline;">both a normal space engine and a Hyperspace engine</span>.</em></span></p>
<p><a name="__RefHeading__3676_2003532168"></a> <span style="font-size: small;"><strong>Weapons</strong></span></p>
<p><span>A <span style="text-decoration: underline;">weapon</span> <span style="text-decoration: underline;">is a type of ship part</span> which <span style="text-decoration: underline;">consumes space</span> in a ship&#8217;s hull and <span style="text-decoration: underline;">requires energy</span>. It is associated with a <span style="text-decoration: underline;">weapon type</span>, and possesses a <span style="text-decoration: underline;">charge time</span>, a <span style="text-decoration: underline;">cool-down time</span>, an <span style="text-decoration: underline;">accuracy</span> value (which is a probability) and a <span style="text-decoration: underline;">base damage</span>.</span></p>
<p><a name="__RefHeading__3678_2003532168"></a> <span style="font-size: small;"><strong>Countermeasures</strong></span></p>
<p><span>A <span style="text-decoration: underline;">countermeasure</span> <span style="text-decoration: underline;">is a type of ship part</span> which <span style="text-decoration: underline;">consumes space</span> in a ship&#8217;s hull and <span style="text-decoration: underline;">requires energy</span>. It is associated with a <span style="text-decoration: underline;">defence type</span> and possesses an <span style="text-decoration: underline;">absorption probability</span>, a <span style="text-decoration: underline;">maximal absorption value</span> and a <span style="text-decoration: underline;">per-minute absorption recovery value</span>.</span></p>
<p><a name="__RefHeading__3680_2003532168"></a> <span style="font-size: small;"><strong>Other ship parts</strong></span></p>
<p><span>Any <span style="text-decoration: underline;">other type of ship part</span> is a <span style="text-decoration: underline;">ship part</span> which <span style="text-decoration: underline;">consumes space</span> in a ship&#8217;s hull and <span style="text-decoration: underline;">may require </span>energy to function. It <span style="text-decoration: underline;">may provide ship capabilities</span> in <span style="text-decoration: underline;">various quantities</span>.</span></p>
<p><!-- td p { margin-bottom: 0in; }td p.western { font-size: 7pt; }td p.cjk { font-size: 10pt; }th p { margin-bottom: 0in; }th p.western { font-size: 8pt; }th p.cjk { font-size: 10pt; }p { margin-bottom: 0.08in; } --><span style="font-size: small;"><strong>Summary of ship part “types” and associated information</strong></span></p>
<p><span>The table below is a summary of the information required by the various “families” of ship parts listed above.</span></p>
<div style="overflow:auto">
<table border="1" cellspacing="0" cellpadding="4" width="100%">
<col width="28*"></col>
<col width="24*"></col>
<col width="26*"></col>
<col width="27*"></col>
<col width="29*"></col>
<col width="30*"></col>
<col width="28*"></col>
<col width="35*"></col>
<col width="28*"></col>
<thead>
<tr valign="TOP">
<th width="11%">Information</th>
<th width="9%">Hulls</th>
<th width="10%">Generator</th>
<th width="11%">N.S. engine</th>
<th width="11%">H.S. engine</th>
<th width="12%">Hybrid engine</th>
<th width="11%">Weapon</th>
<th width="14%">Countermeasure</th>
<th width="11%">Other</th>
</tr>
</thead>
<tbody>
<tr valign="TOP">
<td width="11%">Available space</p>
<p>Ship basics</td>
<td width="9%">Always</td>
<td width="10%"></td>
<td width="11%"></td>
<td width="11%"></td>
<td width="12%"></td>
<td width="11%"></td>
<td width="14%"></td>
<td width="11%"></td>
</tr>
<tr valign="TOP">
<td width="11%">Used space</td>
<td width="9%"></td>
<td width="10%">Always</td>
<td width="11%">Always</td>
<td width="11%">Always</td>
<td width="12%">Always</td>
<td width="11%">Always</td>
<td width="14%">Always</td>
<td width="11%">Always</td>
</tr>
<tr valign="TOP">
<td width="11%">Provided energy</td>
<td width="9%">Sometimes</td>
<td width="10%">Always</td>
<td width="11%"></td>
<td width="11%"></td>
<td width="12%"></td>
<td width="11%"></td>
<td width="14%"></td>
<td width="11%"></td>
</tr>
<tr valign="TOP">
<td width="11%">Used energy</td>
<td width="9%"></td>
<td width="10%"></td>
<td width="11%">Always</td>
<td width="11%">Always</td>
<td width="12%">Always</td>
<td width="11%">Always</td>
<td width="14%">Always</td>
<td width="11%">Always</td>
</tr>
<tr valign="TOP">
<td width="11%">Capabilities</td>
<td width="9%">Sometimes</td>
<td width="10%">Sometimes</td>
<td width="11%">Sometimes</td>
<td width="11%">Sometimes</td>
<td width="12%">Sometimes</td>
<td width="11%">Sometimes</td>
<td width="14%">Sometimes</td>
<td width="11%">At least 1</td>
</tr>
<tr valign="TOP">
<td width="11%">Hyperspace power</td>
<td width="9%"></td>
<td width="10%"></td>
<td width="11%"></td>
<td width="11%">Always</td>
<td width="12%">Always</td>
<td width="11%"></td>
<td width="14%"></td>
<td width="11%"></td>
</tr>
<tr valign="TOP">
<td width="11%">Normal space thrust</td>
<td width="9%"></td>
<td width="10%"></td>
<td width="11%">Always</td>
<td width="11%"></td>
<td width="12%">Always</td>
<td width="11%"></td>
<td width="14%"></td>
<td width="11%"></td>
</tr>
<tr valign="TOP">
<td width="11%">Weapons</td>
<td width="9%"></td>
<td width="10%"></td>
<td width="11%"></td>
<td width="11%"></td>
<td width="12%"></td>
<td width="11%">Always</td>
<td width="14%"></td>
<td width="11%"></td>
</tr>
<tr valign="TOP">
<td width="11%">Countermeasures</td>
<td width="9%"></td>
<td width="10%"></td>
<td width="11%"></td>
<td width="11%"></td>
<td width="12%"></td>
<td width="11%"></td>
<td width="14%">Always</td>
<td width="11%"></td>
</tr>
<tr valign="TOP">
<td width="11%">Type requirement</td>
<td width="9%"></td>
<td width="10%">Sometimes</td>
<td width="11%">Sometimes</td>
<td width="11%">Sometimes</td>
<td width="12%">Sometimes</td>
<td width="11%">Sometimes</td>
<td width="14%">Sometimes</td>
<td width="11%">Sometimes</td>
</tr>
</tbody>
</table>
</div>
]]></content:encoded>
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		</item>
		<item>
		<title>Milestone 2 &#8211; Battle system</title>
		<link>http://blog.legacyworlds.com/index.php/2010-07-29/milestone-2-battle-system/</link>
		<comments>http://blog.legacyworlds.com/index.php/2010-07-29/milestone-2-battle-system/#comments</comments>
		<pubDate>Thu, 29 Jul 2010 21:20:11 +0000</pubDate>
		<dc:creator>TSeeker</dc:creator>
				<category><![CDATA[Game design]]></category>
		<category><![CDATA[Milestones]]></category>
		<category><![CDATA[battles]]></category>
		<category><![CDATA[countermeasures]]></category>
		<category><![CDATA[fleets]]></category>
		<category><![CDATA[ground armies]]></category>
		<category><![CDATA[ground combat]]></category>
		<category><![CDATA[milestone 2]]></category>
		<category><![CDATA[ships]]></category>
		<category><![CDATA[space combat]]></category>
		<category><![CDATA[strategies]]></category>
		<category><![CDATA[tactics]]></category>
		<category><![CDATA[weapons]]></category>

		<guid isPermaLink="false">http://blog.legacyworlds.com/?p=191</guid>
		<description><![CDATA[While I had considered posting about fleet strategies and tactics, I thought it would be more appropriate to start from the beginning – the battle system itself. There are two major computations performed by the battle system. First, space combat is computed. Once this part is over, and provided there are still attacking ships in [...]]]></description>
			<content:encoded><![CDATA[<p><!-- 		@page { margin: 0.79in } 		P { margin-bottom: 0.08in } -->While I had considered posting about fleet strategies and tactics, I thought it would be more appropriate to start from the beginning – the battle system itself.</p>
<p>There are two major computations performed by the battle system. First, space combat is computed. Once this part is over, and provided there are still attacking ships in orbit, computations regarding ground combat are performed. Once these two main chunks have been computed, experience points are attributed.</p>
<p>This posts attempts to explain what the various steps of each computation are and how they work, generally speaking.</p>
<p><span id="more-191"></span></p>
<div id="attachment_192" class="wp-caption aligncenter" style="width: 310px"><a href="http://blog.legacyworlds.com/wp-content/uploads/2010/07/b6m2-battlesystem.png" rel="lightbox[191]" title="Milestone 2's battle system"><img class="size-medium wp-image-192" title="Milestone 2's battle system" src="http://blog.legacyworlds.com/wp-content/uploads/2010/07/b6m2-battlesystem-300x272.png" alt="" width="300" height="272" /></a><p class="wp-caption-text">This flowchart shows the essential steps of the battle computations. Exit conditions and various internal steps have been omitted for clarity.</p></div>
<p><strong>Space combat</strong></p>
<p>The first step of space combat is fleet updates. When attacking fleets first start a battle or when fleets join an ongoing battle, they suffer “time dilation” which causes them to be less efficient for some time. This time dilation effect must be decreased over time.</p>
<p>Once fleets&#8217; time dilation strengths have been updated, ships need to undergo various systematic updates: ships that can repair themselves will regain hit points, countermeasures will recover from previous damage absorption, and weapons will charge or cool down. If no weapons are ready to fire, then the space combat computation is over.</p>
<p>If there are weapons ready to fire, the first step is target selection. If a weapon already has a target, there&#8217;s a chance it might still select another target – this depends on a fleet&#8217;s strategy (for planet-based weapon platforms, there is a fixed, very small probability of target change). If such a change needs to occur, or if the weapon had no target for some other reason, it will seek a target based on the fleet&#8217;s (or the planet&#8217;s) tactics – basically, it can select targets by size, weaponry or defences, with different priorities. An attacking fleet&#8217;s strategy will determine whether the weapon may target the planet&#8217;s infrastructure.</p>
<p>Once weapons have selected their targets, they may fire. A computation is performed to determine whether the weapon actually hits, whether the shot may be intercepted and which amount of damage it would cause on a “naked” ship from various variables such as the ship&#8217;s experience, current hit points, manoeuvrability&#8230; When a weapon fires, there&#8217;s also a small chance of a critical hit, which cannot be intercepted and deals twice as much damage.</p>
<p>Depending on strategy settings, some ships may try to intercept shots aimed at other fleets or at the planet. Such an interception depends on how successful the aim was, and on various other factors such as how many hits the intercepting fleet might sustain. A successful intercept will cause the ship that intercepted the shot to take the damage – which is particularly useful to defend planets. No ship can intercept two shots in a single battle update, however.</p>
<p>Once the destination of all shots have been computed, the corresponding damage is inflicted to ships and buildings. Ships may have countermeasures which can sometimes absorb part or totality of the damage. Of course, should a ship or building reach 0 hit points, it is destroyed. In addition, any ships or buildings that provide ground armies will have their army strength reduced accordingly.</p>
<p><strong>Ground combat</strong></p>
<p>Once space combat has been resolved, and provided there are any attacking ships left, the computation of ground combat begins.</p>
<p>First, the ground defence advantage is computed. It is determined by the amount and type of ships supporting ground troupes, by the amount and type of military buildings, and by the population&#8217;s happiness.</p>
<p>The support that fleets provide for ground armies may vary depending on a fleet&#8217;s current strategy. Fleet strategy also determines whether ships that carry armies should drop the troupes to the planet&#8217;s surface or attempt to extract them.</p>
<p>Once the system knows which armies are on the planet, providing there are both attacking and defending armies, ground combat is computed. The damage dealt by either side is mostly determined by the advantage value, although their respective sizes has an influence. Finally, damage is applied to armies (and to the corresponding ships or buildings).</p>
<p><strong>Assigning experience points</strong></p>
<p>After all actual fighting has been computed, experience points are given to ships (buildings will have no XP in milestone 2, but that might change later). The amount of experience points granted to a ship is determined by the damage it inflicted to other ships, by the shots it intercepted, and by the damage the ground armies it carries inflicted.</p>
<p><strong>Next time&#8230;</strong></p>
<p>… I will explain the mechanics of space combat more precisely, and how it is affected by fleet tactics and strategies.</p>
]]></content:encoded>
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		<title>Milestone 2 &#8211; Weapons and defences</title>
		<link>http://blog.legacyworlds.com/index.php/2010-07-27/milestone-2-weapons-and-defences/</link>
		<comments>http://blog.legacyworlds.com/index.php/2010-07-27/milestone-2-weapons-and-defences/#comments</comments>
		<pubDate>Tue, 27 Jul 2010 17:21:17 +0000</pubDate>
		<dc:creator>TSeeker</dc:creator>
				<category><![CDATA[Game design]]></category>
		<category><![CDATA[Milestones]]></category>
		<category><![CDATA[battles]]></category>
		<category><![CDATA[countermeasures]]></category>
		<category><![CDATA[defences]]></category>
		<category><![CDATA[fleets]]></category>
		<category><![CDATA[milestone 2]]></category>
		<category><![CDATA[ships]]></category>
		<category><![CDATA[weapons]]></category>

		<guid isPermaLink="false">http://blog.legacyworlds.com/?p=185</guid>
		<description><![CDATA[I am currently working on designing the M2 database. While quite a lot of the basic structure stays, there are many changes, especially as far as fleets and battles are concerned. In order to make sure that the fleet-related information is complete, the most crucial component is the battle system. It affects a few things [...]]]></description>
			<content:encoded><![CDATA[<p>I am currently working on designing the M2 database. While quite a lot of the basic structure stays, there are many changes, especially as far as fleets and battles are concerned.</p>
<p>In order to make sure that the fleet-related information is complete, the most crucial component is the battle system. It affects a few things on planets, and has far-reaching consequences on the whole ship design and fleet management system.</p>
<p>The most basic types of information handled by the battle system are the definitions of weapons and their countermeasures. The basic principle &#8211; three types of weapons vs. three types of countermeasures &#8211; has been described many times. This time I needed to come up with the details.</p>
<p><span id="more-185"></span></p>
<p><strong>Weapons</strong></p>
<p>In addition to their types, weapons will have four characteristics.</p>
<ul>
<li><em>Base damage</em> is the &#8220;standard&#8221; amount of damage a weapon deals when it hits. Depending on circumstances, the actual damage may be different.</li>
<li><em>Accuracy</em> describes the probability that, in a perfectly neutral environment, the weapon actually hits what it is aimed at.</li>
<li><em>Charge time</em> and <em>Cool-down time</em> are delays that occur before and after the weapon is fired.</li>
</ul>
<p>It is easy to compute the average damage inflicted by a weapon at each tick. This allows weapons of the same level, but of different types, to be relatively different in behaviour without sacrificing game balancing.</p>
<p>For example, one could imagine a beam weapon that fires once every two ticks, with a base damage of 5 and an accuracy of 80%. This weapon would inflict, on average, 2 points of damage every minute. It is easy to create a mass driver with similar results; such a weapon would fire once every 4 minutes, inflicting a base damage of 20 with an accuracy of 40%.</p>
<p>In battles, each weapon fires independently. Weapons on the same ship may have different targets &#8211; while this makes no real sense for fighters, it prevents really big ships from concentrating their fire on a potentially much weaker target.</p>
<p><strong>Countermeasures</strong></p>
<p>Just like weapons, countermeasures have a few more characteristics in addition to their type.</p>
<ul>
<li><em>Maximal absorption</em><span style="text-decoration: underline;"> </span>is the maximal amount of damage that can be absorbed by a countermeasure before it becomes inefficient.</li>
<li><em>Efficiency</em> describes the probability that a countermeasure intercepts damage.</li>
<li><em>Absorption recovery</em> is the amount of absorption points recovered at each tick after damage absorption.</li>
</ul>
<p>Balancing for countermeasures is a little more tricky than it is for weapons. I chose to use a (totally artificial) value corresponding to the efficiency multiplied by the amount of minutes a countermeasure would be efficient for if it was absorbing half its maximal capacity at each minute:</p>
<p><em>Efficiency * Maximal absorption / ( Maximal absorption * 0.5 &#8211; Absorption recovery )</em></p>
<p>Obviously, this means that the recovery should always be lower than half the maximal absorption&#8230;</p>
<p>In battles, all countermeasures of the same type act as one single countermeasure on a ship, with an weighted average used as the efficiency and sums for both the maximal absorption and the recovery.</p>
<p><strong>Balancing weapons and countermeasures</strong></p>
<p>No countermeasure can prevent damage indefinitely unless its recovery rate is higher than the damage being inflicted. While this might happen when pitting e.g. a very big ship against a single fighter, it makes it relatively easy to balance weapons and countermeasures of the same level &#8211; a weapon&#8217;s average damage should be slightly higher than its respective countermeasure&#8217;s recovery rate.</p>
<p><strong>Next time&#8230;</strong></p>
<p>I am still working on the battle system at the moment. My next post will be about fleet tactics and strategies, as this has been (is?) a major headache.</p>
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		<item>
		<title>Missile countermeasures</title>
		<link>http://blog.legacyworlds.com/index.php/2008-03-04/missile-countermeasures/</link>
		<comments>http://blog.legacyworlds.com/index.php/2008-03-04/missile-countermeasures/#comments</comments>
		<pubDate>Tue, 04 Mar 2008 08:24:46 +0000</pubDate>
		<dc:creator>TSeeker</dc:creator>
				<category><![CDATA[Raw bits]]></category>
		<category><![CDATA[countermeasures]]></category>
		<category><![CDATA[missiles]]></category>
		<category><![CDATA[ship design]]></category>
		<category><![CDATA[ships]]></category>
		<category><![CDATA[technologies]]></category>

		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-03-04/missile-countermeasures/</guid>
		<description><![CDATA[Missile countermeasures come in various types and shapes; some will disrupt a missile&#8217;s guidance system while others will try to get a missile to explode before it can reach its target. Quite obviously, they protect ships against missiles. Missile countermeasures come in three different types. Anti-missile weapon systems (AMWS) are weapons that try to shoot [...]]]></description>
			<content:encoded><![CDATA[<p>Missile countermeasures come in various types and shapes; some will disrupt a missile&#8217;s guidance system while others will try to get a missile to explode before it can reach its target. Quite obviously, they protect ships against missiles.</p>
<p>Missile countermeasures come in three different types.<span id="more-13"></span></p>
<ul>
<li> Anti-missile weapon systems (<em>AMWS</em>) are weapons that try to shoot incoming missiles to destroy them; this type of countermeasure uses a lot of space on board.</li>
<li> Electronic missile countermeasures (<em>EMC</em>) try to fool an incoming missile&#8217;s guidance system to prevent it from reaching its target. They are much smaller than anti-missile weapon systems, however they are very demanding on the ship&#8217;s generators.</li>
<li> Physical missile countermeasures (<em>PMC</em> &#8211; for lack of a better name) use advanced knowledge of the universe&#8217;s structure to get rid of incoming missiles. While these systems use quite a lot of space and energy, they are more efficient than EMCs or AMWSs.</li>
</ul>
<table style="margin: 0pt 5%" border="1" width="90%">
<tr>
<th align="left" width="25%">Name</th>
<th style="width: 70px; text-align: center">Type</th>
<th align="left">Notes</th>
</tr>
<tr>
<td><span class="new">Flak batteries</span></td>
<td align="center">AMWS</td>
<td>Shoots explosive devices at short range to destroy incoming missiles.</td>
</tr>
<tr>
<td><span class="new">Point defense missiles</span></td>
<td align="center">AMWS</td>
<td>Uses smaller guided missiles to destroy incoming missiles.</td>
</tr>
<tr>
<td><span class="new">AI laser turrets</span></td>
<td align="center">AMWS</td>
<td>These AI-controlled turrets shoot incoming missiles using a high-energy laser beam.</td>
</tr>
<tr>
<td><span class="new">Droid sentries</span></td>
<td align="center">AMWS</td>
<td>Uses small flying robots that go after incoming missiles.</td>
</tr>
<tr>
<td><span class="new">Guidance systems jammer</span></td>
<td align="center">EMC</td>
<td>Tries to jam the incoming missile&#8217;s guidance system.</td>
</tr>
<tr>
<td><span class="new">Shadows generator</span></td>
<td align="center">EMC</td>
<td>Fools the incoming missile&#8217;s guidance system into thinking it&#8217;s going after many different targets.</td>
</tr>
<tr>
<td><span class="new">Nanites fog</span></td>
<td align="center">EMC</td>
<td>Generates a fog of nanites around the ship that will hack into incoming missiles to disable them.</td>
</tr>
<tr>
<td><span class="new">Picotech fog</span></td>
<td align="center">EMC</td>
<td>Upgrade from the above using picotech.</td>
</tr>
<tr>
<td><span class="new">Layered gravity field</span></td>
<td align="center">PMC</td>
<td>Modifies gravity in a thin layer of space around the ship, causing incoming missiles to detonate as they pass through.</td>
</tr>
<tr>
<td><span class="new">Thin gravity field</span></td>
<td align="center">PMC</td>
<td>Same as above but causing a stronger anomaly in a thinner layer of space.</td>
</tr>
<tr>
<td><span class="new">Phase-shifting cannon</span></td>
<td align="center">PMC</td>
<td>Cannon that shoots incoming missiles, making them shift out of phase with normal space.</td>
</tr>
<tr>
<td><span class="new">Hyperspace projector</span></td>
<td align="center">PMC</td>
<td>Cannon that sends incoming missiles into Hyperspace.</td>
</tr>
</table>
<p>Do you have other ideas of possible missile counter measures?</p>
<p>Do you have ideas of other categories of missile counter measures?</p>
]]></content:encoded>
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