Original Post
We are creating a real-time space strategy game focused solely on combat (ie. not base building or resource gathering). The combat needs to be a bit more tactical and have more depth than a "normal" RTS since it''s the main element of the game. I have been thinking about the weapon and damage model of the game. I wanted it to be:
1) Complex enough to provide enough variety and not be too predictable
2) Simple enough to present so the player is not overwhelmed with information (the player will be controlling a large number of ships)
3) Free of hitpoints (ie. no ships with 150/200 floating above them)
Here''s what I have thought. I''d welcome comments, opinions and suggestions.
Each ship has a number of subsystem. Each subsystem is located in a level (inner, outer or surface) of the ship, which affects how easy it is to damage. Eg. weapons and engines are always on surface, command center and reactor will usually be in the center of the ship. Each subsystem also has a size, which affects the probability it is hit. Each weapon is also a subsystem.
When a weapon hits a ship, first the ship''s armor (and maybe some subsystems such as shields) detracts from the damage based on armor thickness and the weapon''s armor penetration rate (maybe I should also take the hit angle of the weapon into account?). The remaining damage is assigned to a random subsystem. Based on the amount of damage and damage type, there''s some percentual chance that the subsystem is damaged (eg. an explosive round would do more internal damage than an armor piercing one). There are a few different damage levels for each subsystems, such as "None", "Minor", "Moderate", "Severe", "Critical" and "Destroyed". If there is enough damage left, other subsystems might also be damaged.
Here are some concerns and things I haven''t yet decided:
- How is the amount of damage mapped to damage levels? Maybe each damage type should have a table of percentages for some damage levels. Such as: >10 damage: 5%, >20 damage: 10% etc. But this just doesn''t seem right. Or maybe have a specific amount of damage cause the damage levels, eg. 10 damage = minor, 20 damage = moderate etc. This also doesn''t seem right...
- How to present this to the player? I have a few ideas: First, different subsystem types could have a colored bar which shows the average condition for that type subsystems (eg. green bar for full health, orange bar if half of the subsystems are destroyed). The ships could also show damage graphically, ie. fires spewing out, sparks, smoke, burn marks etc. Any other ideas?
-Jussi