Thrive Game Development
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Thrive Game Development

Development of the evolution game Thrive.
 
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 hoi 3 combat

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bill2505
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PostSubject: hoi 3 combat   hoi 3 combat EmptySun Jan 23, 2011 7:32 am

hearts of iron has an excellent units attributes .can something like this be done in thrive(the reason i ask is because in most rts have simplified combat attributes (attack,defence,speed)O


Strength – The number of soldiers assigned to the unit.
Organisation – The unit’s ability to operate the way it’s supposed to.
Effectiveness – The combination of all combat modifiers, including terrain or stacking penalties, etc., which is applied as a percentage of its strength effectively used in combat.
Soft Attack – The unit’s capability against non-armoured targets.
Hard Attack – The unit’s capability against armoured targets.
Anti-Aircraft – The unit’s ability to shoot down attacking aircraft.
Defensiveness – The unit’s ability to defend itself against land units.
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~sciocont
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PostSubject: Re: hoi 3 combat   hoi 3 combat EmptySun Jan 23, 2011 10:28 am

Moving to strat mode section.
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toxiciron
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PostSubject: Re: hoi 3 combat   hoi 3 combat EmptyFri Jan 28, 2011 12:58 am

I believe what you are saying is a good idea. However, so no two units types are nearly the same, there should be dozens and dozens of different stats, to create unique things every game, based on the unit's training and species. However, I'm sure I'm stating something someone else already mentioned. Or something.
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Commander Keen
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PostSubject: Re: hoi 3 combat   hoi 3 combat EmptyFri Jan 28, 2011 11:47 am

I totally forgot to reply to this thread!

Quote :
Strength – The number of soldiers assigned to the unit.
Handled by Active, Injured, Lost system.
Organisation – The unit’s ability to operate the way it’s supposed to.
Handled by morale.
Effectiveness – The combination of all combat modifiers, including terrain or stacking penalties, etc., which is applied as a percentage of its strength effectively used in combat.
Simulated.
Soft Attack – The unit’s capability against non-armoured targets.
Hard Attack – The unit’s capability against armoured targets.
Anti-Aircraft – The unit’s ability to shoot down attacking aircraft.
Defensiveness – The unit’s ability to defend itself against land units
All four handled by unit attack abilities (including offensive/defensive TOs).

That's how it works when the battle is simulated (ie. the player looks at the battle), however, these factors are made in a very similar way when the battle is just approximated.

Also, don't forget that different ages have different combat. In medieval times, armored swordsman would be considered heavy targets and arches would have a hard time shooting through their armor, while crossbowmen would kill them with ease.

@toxic: There would be only a few parameters used, mostly similar to what Bill suggested. It's how these values are calculated that makes units special.
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