Well here’s the concept, flame me ;)
(Disclaimer: This is just a concept of a game I would like to play)
The goal of this simulation is to create a virtual battlefield on which serveral users can proof their strategic skills. But the key is, there are no Users required to keep the game running. The user should be able participate in every aspect of a modern war. From a General to a simple soldier (hey, nothing against simple soldiers ;) everything should be possible.
Lets break an armed-conflict down to its phases:
- The President of a Natin declares another the state of war.
- He maybe tries to convince other countries to do the same (do we need a virtual UN?)
- The President orders the military-command to prepare the invasion
- The military-command begins the highlevel-planning of the invasion
- With the high-level goals the staff breaks down the high-level goals to low-level goals.
- Now we have orders on the army-level. The general and his staff commands his army to meet the low-level goals.
- The division general places his brigades in the target area and gives them specific overall mission.
- Then the brigade general receives the orders and breaks the overall mission in different missions.
- The lieutnant is responsible to carryout the mission and does the detail-planning.
So we have a neat little chain of command ;)
On the Unit side we have:
- Navy Pilot
- Navy Radar Operator
- AC Navigator
- Sniper (marksman)
- CQB Specialist
- AA Soldier
- AT Soldier
This is a rough scheme what will be supplied by the AI-Code. Every Country itself can define the structure of its army (As for the USA they have infantery in their army and the navy. Or both contain an airforce branch).
But what are the armies of today without their special forces branches? Those are present within the four Unit-Types. If you decide to spend more production/research points on training you get highly skilled soldiers in the specific unit-branches.
Units are produced by production points. If you get hold of a city and hold it for some time you get production points from this city. You can define a matrix which describes how the production-points are distributed between the unit-branches. The branches itself have a separate distribution matrix.
I you bomb a city and hit their factories the production-points for this city drop to zero.
A city has a production value and a layout (fractal/random generated). A city is connected to other cities through supply lines.
Units get through this lines to the front. The number of units in a city defines the respawn capability of ai- and user-players. But you can speedup the deployment of your unit with transport units such as helicopters, trucks, ships, etc. With these Units its possible to speedup your troop-deployment or bring troop behind enemy-lines (e.g. commando actions). This will make the gameplay a little bit faster (You’ll love your AA-Troops).
As in real life (uhm, whats that?) you can have alliances with other nations. These countries will support in your battles (if it’s with troop, weapon deliveries, awacs capabilities or production points depends on your political relation with this country). Maybe we need the post of a diplomat ;). But keep in mind that every country can have allies so beware who you declare war on (remember that kid who ran into that hornet nest? ;).
From the top of the chain of command to the bottom the communication-method is a command. These are human and computer (as in ai) readable commands. Every command is stored on the system. If a command is sucessfully executed all units get promotion points which they need to get to a higher rank. (Hmm… how do you calculate success or even better: partitial success?)
Productionpoints per hour/day/minute? (It may depends on the phase, as the first version of this simulation are round-based)
Client-Server, MMORPG, Multi-Server (Distributed System), Opensource, SDL/OpenGL, Multiplatform, AI, Programmers art ;),
The target of Phase 1 is to create a Risk like interface where you can move your armies from your home country to attack your neighbours (well they suck anyway ;). The units you get are based on the area you’re currently owning.
This Phase serves also as a tool-development phase. From the beginning on, the simulation should be server-based and the AI-Baseclasses should be finished (well playing against yourself can be fun too ;). Everything introduced in a phase should be AI-aware.
The simulation items introduced in this phase are:
- Countries and their borders
- New unit (army)
- Simple production system
- Simple supply system
- The post of the president (and his AI colleagues), the job of the general (as the commander of an army)
- 2D client (some kind of a SDL-Renderer x-platform)
Phase 2 extends the countries by adding checkpoints (cities) and border posts. There are connections between the checkpoints. A checkpoint has a productivity-level which is added to a global productivity-level. Productivity points are converted to armies and divisions. So, you don’t need to conquer a country to get more units, just get some of their checkpoints to extend your army (I kinda like the idea maybe i should get hold of my neighbours flat to get more money ;).
- Checkpoints (aka cities)
- New unit (division)
- New job major general (and of course an ai-major general)
As before all jobs are still playable by multiple users and ai-players.
Phase 3 is a little step towards more realism. We have a new unit-structure the brigade led by a brigade general. A brigade is a part of a division. The brigade can either be of an infantery-, an airforce-, an armored- or a naval-type. You can disperse the production-points (well those points you get if you force your neighbour out of his flat ;) between the different types. Your divisions consist now of different brigades (airforce divisions may give an armored division a hard time).
So, here again the new gameplay items:
- New unit (brigade)
- New job (brigade general)
- New force-types (infantery, airforce, armored and naval)
- Production management
In Phase 4 the company is introduced as a new organisational unit. A brigade has one or more companies. The company can have the same types as the brigade types. The type of the brigade is determined by the maximum count of its companies of a distinct type (but you can’t mix naval and other forces for the obvious reasons ;).
You can now build brigades with special-forces capabilies. Combine a highly-trained infantery-company with an airborne-company and you have a brigade which can deploy the infanteries by air-insertions (either para-drop or heli-insertion).
- New unit (company)
- Major: commands all specific companies in the brigade
- Lieutnant: commands a company
- Specify the contents of the brigade
In Phase 5 we’ll introduce groups (platoons) and the simpler soldier. A platoon is part of a company and consists of multiple soldiers. At this point we will leave the boring (and uncomplicated ;) world of 2D rendering and enter the world of glitter and glamour aka as 3D rendering.
Phase 5 will render the terrain and cities. A platoon leader can place “his” soldiers in the 3D environment.
Phase 6 another timeconsuming phase. Enable users to play soldiers. Well is there more to say?
- More weapons (Hand-held AA, etc)
- advanced damage model
- Resource Management (Where do our troops eat, why can a tank travel for over 9000 miles? ;)
- Wound-model (well, its the same like the damage system) (aka you can still fire a rifle without your leg ;-P)