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War

  1. War
    1. Fleets
    2. Combat

Fleets

Fleets are semi-permanent, meant to be tailored to the task and not intended to rapidly change or move across the universe. Fleets are specialized for combat, and moving all ships in combat formation needs time for preparation and resources. Thus, fleets will be able to do less than one jump in combat-ready state per turn, avoiding the need for players to gamble in two generals' problem. Fleets will be able to do long jumps in short time, being towed and moving one ship at a time through friendly systems, but this leads to the loss of the cohesion and fleet will need some time to recover after this. This eases the player's assessment of threats and reduced micromanagement.

Combat

Combat should be designed to be easily estimated by a human, given proper intelligence. Ships should not utilize hit point system a lot, instead they are defeated on successful hit, losing combat ability and retreating. They, however, usually can be repaired, thus a lost battle does not lead to snowballing.


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