Hello,
So some of you may have seen my earlier post about risk-scale battles being resolved at a smaller scale. Well since then, I have made some changes that I think will really lead to as realistic and immersive a combat experience as possible.
The main game is played on a map representing territories and armies. Each army has a corresponding tile with smaller "battalions" in it.
When war is declared into a territory, the struggle for control is represented by joining two more detailed, smaller scaled tiles representing the two territories. On here, invading battalions will be placed at the borders.
When a battalion enter a space with an enemy battalion, it triggers a conflict. A new map is pulled out, representing the district where the battle is taking place. This includes towns, cities, and basic groupings of terrain types.
Each battalion has a corresponding tile with smaller "platoons" in it. These are what are represented on the board.
When a platoon enters a space with an enemy platoon, it triggers a conflict. A new map is pulled out, representing the battlefield where the battle is taking place. This includes terrain, rivers, towns, and environments.
Each platoon has a corresponding tile with smaller "units" in it. these are what are represented on the board.
When a unit enters a space with an enemy unit, it triggers a conflict. A new map is pulled out, representing the area where the battle is taking place. This includes rivers, streams, the condition of the ground, and clusters of trees.
Each unit has a corresponding tile with smaller "companies" in it. These are what are represented on the board.
When a company enters a space with an enemy company, it triggers a conflict. A new map is pulled out, representing the small area where the battle is taking place. This includes small streams, major fords, the state of the ground, and individual trees.
Each company has a corresponding tile with smaller "squads" in it. These are what are represented on the board.
When a squad enters a space with an enemy squad, it triggers a conflict. A new map is pulled out, representing the site of the conflict. This includes the placement of large rocks, the length of the grass, trees depicted at a large scale, and the wetness, traction and buoyancy of the ground.
Each squad has a corresponding tile with smaller "soldiers" in it. These are what are represented on the board.
When a soldier enters a space with an enemy soldier, it triggers a conflict. A new map is pulled out, representing the site of the conflict. This includes the individual placement of clumps of grass, rocks, and puddles of water, as well as the hardness of the ground, all present trees and the radius of their branches, including the type of leaves on the tree, the denseness of the branches, and the way that the individual branches of the tree have grown, accounting for clumping, odd gaps, and how the wind is making the branches wave.
The combat system finally comes into play here. It accounts for such things as weapons, weapon types, weapon designs, weapon sharpness, weapon material, how the journey has effected the weapon, handle design and the wood from which it was created, weapon durability, individual details in weapons such as deformities and abnormalities, and of course all the properties of the weapon that affect how it is wielded, such as weight, weight balance, the best stance for using it, all of it's edges, blades and points, etc. The combat system also accounts for the individual soldier's preferred combat stance and style, his build and muscle placement, his stature and training, his diet, hydration, mental state, IQ, and hygiene, and how he is feeling at the particular moment.
All of this is taken into account for both parties involved in the duel, as well as how the environment affects their performance.
For the actual combat side of this conflict, complex physics equations and procedural predictions are used to determine exactly how the soldier will engage, where he will swing, with how much force he will attack, etc., all affected by the aforementioned factors. Calculations are done at a half-second by half-second basis, where each moment is simulated in as realistic a way as possible.
There is an incredibly complex and realistic system for determining blows when they land, including the effects of armor, clothing, skin thickness, sweat and the way it might cause the attacker's weapon to slide, and the motion that the attacked is performing at the time of impact.
Damage is calculated on a blood vessel and muscle tearage basis, accounting for all the aforementioned factors. Diseases that may have entered through the wound are also accounted for, although that is a later calculation included with health concerns.
I could list every single thing that is calculated in my incredibly accurate combat system, but I don't want to go into unnecessary detail, so I'll just cut to the ending of the conflict.
After a conflict is completed, the map is put back away, and it moves to the next larger scale of map. This is executed over and over until the war is over.
There you go, that's half of my game. I'm still working on the political side of the game, and I haven't fully worked out the technology tree yet.
My question is, how can I do environmental change? I really want global warming to have an effect on gameplay, but haven't come up with a realistic way to implement it.
Suggestions are welcome.
It wasn't a serious suggestion...