Not to be confused with classes (e.g. transport, destroyer, frigate, dreadnought).
Categories are basically for the movement & targetting AI. A category is like a way to categorize different sets of priorities for the AI. When customizing your AI, you can choose both a category and a tactic for your ship. The action must fall into the ship-category, so I have made a list of a possible method of categorizing all tactics into five categories:
"DPS" and "Tanking" categories are acknowledged by everyone. Yet instead of the other categories being 'long-range' and 'short-range', I would like to use 'CC', 'Kiting', and 'Support'.
Generic (all ships do this regardless of their category)
- hit highest firepower enemies (weighted at a specific range of enemy weaponry (see Targeting Modifier) such as hitting the enemy ship that has highest power at point blank range)
- hit for the highest damage (your ship will aim at targets that are within range)
- maintain formation
- do special actions/tactics listed below (may affect formation)
DPS (Damage-Per-Second)
- chase or fire-upon highest firepower enemies
- chase or fire-upon highest firepower with weakest hull
- chase or fire-upon highest firepower with weakest shields
- chase lowest firepower with strongest hull
- fire-upon strongest shields
- chase or fire-upon enemy ships of a specific category (e.g. category: Support, or ignore category: Tanking)
- chase or fire-upon ships with specific components (e.g. troop-transport)
- fire-upon fastest enemy with weakest hull
- chase fastest enemy is almost destroyed (has taken the most damage)
- fire-upon retreating ships that are escaping from battle (Aside: in other cases, by "retreat" I mean "distance yourself from your target", but in this case I mean "attempt to escape the battle". What are the conditions for retreating with your entire fleet? If two high-velocity fleets meet, then the battle could end quickly, because it is unrealistic to have the ships stop.)
- orbit any of the above
- strafe any of the above
- fly to intercept any of the above
- this is a list of what comes to mind; this list should be made more concise if it is used by players to plan ship-tactics, or many of the actions should be until players can unlock them (by gaining experience in battle)
Tanking (absorbing damage)
- take damage for friendly ships (see line-of-sight)
- aggro enemy ships (i.e. convince enemy's AI fire-upon this ship)
- weak hull but strong shields configuration (weak hull aggros enemy)
- intercept enemy weapons with own hull (pseudo-code: disables enemy weapons yet takes damage from this; add animations into client)
- retreat to (specific ship) when hull integrity falls below X%
- attempt to ram (this would require good animation and pathfinding)
CC (Crowd-Control)
- intercept nearby weapons (see line-of-sight)
- AoE (Area-of-Effect) damage (vs. clustered enemy formations)
- AoE (Area-of-Effect) proximity-disruptor (temporarily disables engines and/or shields)
- disrupt enemy formation (magnetism?)
- disrupt enemy movement (tow-cables?)
- attach two enemy ships (with tow-cables?)
- slow enemy ships
- increase inertia of enemy ship
- destroy or lay minefield
Kiting/Pulling (using distance to your advantage)
- lure enemies away from (select a friendly ship)
- dodge projectiles
- deflect beam-weapons
- disable engines of non-shielded ships
- interfere with components (e.g. get in line-of-sight or repair ships, or counterract category: Crowd-Control actions (cutting tow cables, destroying magnetic/electronic/vibrational disruptors, close artificial gravity-wells, etc.)
- slow down movement of enemy category: Tanking
- retreat when shields take damage
- follow repair-ship when hull takes damage
- follow (select a friendly ship) when X% of friendly fleet is destroyed
- retreat when distance to target is less than X
- misinformation: temporarily disable a friendly shield
- misinformation: temporarily decrease firepower of friendly category: DPS (shouldn't do this when it is in range)
- misinformation: temporarily disable a friendly engine (recall: "fire upon fastest")
- misinformation: disguise category of a friendly ship (as another category)
- follow closest (select an enemy category) when X% of friendly fleet is destroyed
- fly with a non-functional (and half-price) component, such as an expensive component (that the enemy will target)
Support (anything that does not fit into the above categories)
- carry troops/civilians
- carry artifacts
- repair damaged components
- repair friendly hulls
- repair friendly shields
- cool-down overheated ships (if this is implemented)
- supply ammunition (if this is implemented)
- disable enemy misinformation (heh heh heh - "Sir, the ship we are chasing has its engines disabled; should we call-off the attack?" RE: "No, keep firing. It has just disabled its engines so that we'd forget it was retreating to its repair ships."
- recognize enemy kiting actions
- recognize repetition (if a friendly ship never catches-up to the ship that it is chasing) and give different orders
- salvage wreckages (if this is implemented)
- temporarily increase acceleration of friendly ships (magnetic attraction)
- retrieve escape-pods (probably good for morale, and if Captain-Exp. is implemented)
- increase planetary morale-boost from battle (news-reporters and famous people)
Tow-cable: The stuff Luke Skywalker's and Wedge Antilles use in Battle for Hoth!
Line-of-sight: I do not know how this will work, so instead of having a "line-of-sight" for weaponry, the tanks heal friendly ships while sacrificing their own hull, and crowd-control will statistically-lower the damage taken from one direction. This means that while CC ships appear to intercept weaponry, they are actually statistically augmenting the shields of friendly ships, whenever a projectile hits a side of the friendly-ship that is facing the CC-ship.
By the way - can we have a ship design that looks like a real-life space-station, with engines stuck-on? It would look so funny to see one of those fake centrifugal-gravity stations (like with the rotating ring?) with turrets firing out the sides :P
By the way - can turrets shoot through their own ship..? I have never considered… Line-of-sight :(
We need to find-out how turrets aim. One option is placing all turrets on the top of the ship, and then spinning the ship whenever its weaponry-components switch targets. Do turrets target different ships, or do they all fire at the same target? Does each ship have only one kind of weaponry-component? Having one weapon per ship would simplify the AI, but if there were multiple weapons per ship, then the only way I see the "Line-of-sight" working, is if every ship could move its turrets like a rubix-cube… And then we could call the game "Borg Wars" :P
Aside: Non-shielded ships carrying fossil-fuels or explosives/ammunition should be… In risk of receiving Critical Hits.
Assumption: The AI determines all in-battle orders, and the above actions are only "programmed" by the player, by having player-set priorities for each ship. The online player can have an advantage by ordering a retreat, and then optimizing his formation before re-engaging the enemy fleet.
So, all of the above is to make the interface look as cool as we want (the ship-animations can have complex maneouvres) while the actual battle is all statistical. Have you ever heard of those games were you click "Fight", and the computer says, "You take 2 Damage. You deal 2 Damage. You take 2 Damage. You deal 2 Damage. You Win."? Well - the Fragmented Galaxy server is basically doing this, so the processing is simplified, and the formation templates are simplified (category: DPS being simplest), but the actual ships in the game will be flying circles around each other with the weapon-animations being add-ons (the server treats travel-time for missiles the same way as it treats lasers - which means we have to work a lot on the missile-animations, but any display 'bugs' will not affect the outcome of the battle).
That is everything. Thank you for viewing my ideas on ship-combat. The above ideas are what have been scaring me from development, as well as being among my top interests in FG. I am a fan of stellar sci-fi combat, and FG is a means of realizing cool stellar combat. I would like to see some of the above ideas accepted, even if my concepts of inter-fleet combat need rethinking.
Thanks for encouraging me to get back into the development, Craig :) I felt I had to get all of the formations-ideas up-front if I was going to understand that Ship-Formations doc :P
To accept new ideas, I have to clear a space in my head for it. My head now has some empty space, which was needed :)