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Surface
Combat
Pre-release Data - Quicksilver
Overarching
Rule of Surface Combat
Designer's
Note: This is one of the few "hard rules" for Surface
Combat that keep the game manageable from both a multi-player
and coding standpoint. I figured you'd want "the bad news"
(i.e., the design "compromises") first.
There
will only be two civilizations vying for the control of a
planet's surface at one time. Other civilizations with troops
amassed in space overhead must wait until the forces below
them resolve their war before landing. Ground combat is always
waged between two civilizations at a time only.
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The Sequence
of Events in Surface Combat
1.
Adding Reinforcements
New
units might appear on the planet to join in the fighting there.
These include "regular" troop reinforcements that just arrived by
transport ships and survived any space battles (infantry, space
marines, mobile infantry, armor, and Battleoids) and "irregular"
forces that are generated, as appropriate, by the computer (militia,
partisan, and rebel forces).
Which
Two Sides are Fighting Each Other?
After
Space Combat Effects and Reinforcements have been incorporated,
a lottery determines which two sides in a three-sided (owner vs.
rebel vs. invader) planetary struggle fight each other that turn.
2.
Pre-Battle Planning
With
both side's latest troop additions now in place, players are presented
with Surface Combat Pre-Battle Planning screen. On it is a listing
of friendly and estimated enemy forces, and the player's current
Political Weapons Authorization (conventional, nuclear, biological,
or chemical). Both sides will separately select:
- A Battle
Intensity (high or low)
- A Battle
Plan (Assault, Hold, Probe, etc. Note that the choices
available for this selection are dependent upon the selected Battle
Intensity, troop types available and, in some cases, the Leadership
Rating of the General commanding)
- Weapons Authorization
for the coming campaign (conventional, nuclear, biological, or
chemical)
- Next, each
side must set a Collateral Damage Setting/Target Type Priority
that determines, when he has the Strategic Initiative, how much
Collateral Damage he wants to inflict (Low, Average, or High)
and where he's trying to focus Collateral Damage (Military Installations,
Economic Targets, Civilian Population, or Environmental).
Designer's
Note: From a "player's standpoint," the above Pre-Battle
Planning is pretty much the extend of what players "do" to
perform Surface Combat. So, the physical act of doing Surface
Combat is really very simple. The hard part, of course, is
making "right" decisions. That's where the "depth" of Surface
Combat comes in.
First,
there is the depth of the decisions you make from the above
list before every battle. Next, there are the decisions you've
made about force levels and types of troops committed to that
battle, and what support they have (both on the surface and
in space). On top of that, there are the political, social,
ecological, and economic consequences of victory, defeat,
or even a protracted Surface Campaign. All of those elements
matter, and they all that nuance adds to the player eXperience
(that Fifth 'X' that we're after) in MOO3.
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Determining
the Attacker and Defender
Battle
Plans come in two sets of options: one for the "Defender" (the civilization
that controls that planet is always the Defender) and one for the
"Attacker" (the civilization trying to wrest control of the planet
is always the Attacker). Rebels are the Attacker vs. the civilization
that owns that planet and Defender vs. the civilization that invades
it.
Key
Concept: Battle Plans
The
Defender will be able to select from among the follow Battle Plans:
Standard
Defender Options
- Surrender
(Request the Honors of War)
- Withdraw
(only available if there is space left on the planet to retreat
to)
- Fighting
Withdrawal (only available if there is space left on the planet
to retreat to)
- Hold
- Hold at All
Costs (No Retreat)
- Defensive
Probe
Counterattack*
[choose the specific type of counterattack from the following list:]
- Test of Strength
- (Counter-Maneuver)
- (Ruse)
- (Trap)
Seize
the Initiative* [choose specific type of offensive maneuver
from the following list:]
- Offensive
Probe
- Echelon
- Assault
- (Maneuver)
- (Vertical
Envelopment)
*Can only
be selected if High Intensity was chosen.
The
Attacker will be able to select from among the following Battle
Plans:
Standard
Attacker Options
- (Vertical
Envelopment)
- (Maneuver)
- Assault
- Echelon
- Offensive
Probe
Surrender
the Initiative* [choose specific type of defensive maneuver
from the following list:]
- Surrender
(Request the Honors of War)
- Withdraw
(only available if there is space left on the planet to retreat
to)
- Fighting
Withdrawal (only available if there is space left on the planet
to retreat to)
- Hold
- Hold at All
Costs (No Retreat)
- Defensive
Probe
Counterattack
[choose the specific type of counterattack from the following list:]
- Test of Strength
- (Maneuver)
- (Ruse)
- (Trap)
* Can only
be selected if Low Intensity was chosen.
Additional
Rules for Battle Plans
Battle
Plans in parenthesis may only be selected if that side's General
commanding enough ability or a special skill that allows him to
select that option. In addition, Maneuver, Ruse, and Trap options
can only be selected if that side has "Mobile" formations (i.e.,
includes Mobile infantry, armor or Battleoids, has Powered Armor,
or have extra mobility skills such as atmospheric flight or subterranean).
Vertical
Envelopment can only be selected if that side has "Vertical" forces
(i.e., Battleoids, Powered Armor, just-dropped Space Marines, or
the flying or subterranean mobility skills).
Success
& Failure of Certain Maneuvers
Certain
maneuvers (those in parentheses) might either "succeed" or "fail"
when they are executed by the side that selected them. Specifically,
Vertical Envelopment, Offensive Maneuver, Counter-Maneuver, Ruse
and Trap.
The
Battle Plan Matrix
The
two side's Battle Plans and Intensities are used to determine the
number of "Rounds" of Battle will be fought that Game Turn, plus
who got any initiative, combat, or morale bonuses or penalties,
whether any special procedures for resolving the battle occur, and
so forth.
Designer's
Note: This matrix is, understandably, huge, so I can't
really post it here. Actually, it's three huge matrices (one
for Troops, one for Battle Plans, and another for Racial and
Other Modifiers), but that's another story. What you really
need to know is that we're trying to do these sorts of things
in the Excel file format so that, after you get the game,
you can open these files up and tweak numbers to your heart's
content. Our philosophy is to make such after-purchase "first
level hacking" easy for you. We love you guys who make "game
editors," and plan to make MOO3 a very friendly title for
you.
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Strategic
Initiative
After
both sides have selected their Battle Plans, one of them will be
determined to have seized the Strategic Initiative.
Effects
of Seizing the Strategic Initiative that Turn
The
side that gains the Strategic Initiative will be conducting this
turn's Combat Rounds "in enemy territory." [Sensitive information
deleted describing the nature of this system.]
Having
the Strategic Initiative in Ground Combat also influences the "advance"
and "retreat" of ground forces after all of that turn's Rounds of
Battle are conducted.
3.
Ground Combat Resolution & Aftermath
Once
both sides have made their selections and clicked Done, the surface
combat on that planet is resolved. The results are shown first by
"maneuver" animation overlays (representing each side's Battle Plan
selection) on top of that part of the planet involved in that Turn's
campaigning with the thickness of the lines used indicating that
side's Battle Intensity.
These
maneuver animation overlays are soon followed by ground combat animations
and the CRS (Cool Radio Show) to graphically illustrate the length,
intensity, and outcome of the campaign. Combat force statistics
(known friendly and estimated enemy) showing troop types and numbers
of each that are combat-ready, broken, and killed are also displayed.
Designer's
Note: The above is pretty much the "players perspective"
on Surface Combat. That's about the level of information you'd
find in a standard game manual. What follows is a more in-depth
look "under the hood" of Surface Combat.
From
here to the end, it's Game Geeks only, please!
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Next
In Surface Combat Official Comments: Under the Hood
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