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May 20, 2012, 02:15:52 PM
 

Author Topic: Game Design: Port Attacks  (Read 1137 times)

MicaByte

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Game Design: Port Attacks
« on: September 19, 2010, 09:42:44 PM »
Here's a teaser on the Port Attack feature (to be added in a not too distant new version of the game).

The port attack implementation aims to provide a simple and swift resolution of such battles, but still provide the player with some meaningful and hopefully interesting gameplay choices. Port attacks will usually require large crews and the really big ports (Havanna, etc) will be pretty much out of reach. There will be various features added later (traitors, intelligence gathered during interrogation, fleets, etc) that might be used to place even these powerful locations at the risk of being sacked. But that is stuff to be added in a later iteration.

The following is the first draft of the in-game help file - this should hopefully give you a pretty good idea of how the port attacks will work. As always, feel free to comment.

Port Attacks

You have decided to assault a port. This will result in a battle
between your crew and the enemy guard force. At it's core, this is
a series of competitive dice rolls, but the battle goes through
a number of phases in which you will be able to make a series
of decisions.

Purpose

At the start of the battle, you get to chose what the purpose of
your attack will be. Your options are:

Plunder: You're here for the gold and goods.

Destruction: Your aim is to cause as much destruction as possible.
This has two effects if you are successful; it earns you double emnity
from the targeted empire, and make a latter attempt to conquer the
region easier (you burn the forts defending the town).

Conquest: Your aim is to capture the region for your patron. This
is extremely difficult without a crushing superiority over the
local garrison.

Tactic

Having chosen your purpose, you then get to choose what method you
will employ to carry out your mission. Your options are:

Charge: This is the default approach, devoid of finesse or fancy
tricks. Point your men at the enemy and the rest will sort out
itself.

Surprise Attack: A surprise attack matches your ability to control
your men - determined by your Charisma - against the alertness of
the enemy garrison.

Flank Attack: A flank attack matches your Cunning against the Cunning
of the enemy garrison commander. If successful, your outflanking
force (30%) will fight with triple strength during the rest of the
battle.

Surgical Strike: The attack will be limited to a quick hit and run.
This increases your chances of success, but reduces the benefit of
your success (i.e., if you are plundering, the attack's chance of
success is increased, but the plunder you gain will be reduced).

Retreat: Chose the better part of valor and retreat. Your crew will be
unhappy.

Battle Event

Once you have chosen your goal and tactic, the first round of the
battle is fought. Each side scores a number of "hits" on the other
side (which results in casaulties). If either side scores double
as many hits as the other, the losing side is instantly routed.
Your chances of scoring hits are improved with a high Fencing value
(as is also the case with boarding combat.

A successful surprise attack will reduce the strength of the
defenders in the first round of combat. The effect depends on your
leadership abilities, but can vary from -10% to -30%.

An attacking force that tries to flank attack will detach 30% of its
force to the flank. The remainder of the force will face off against
the garrison during this period.

Depending on the situation in the battle, a battle event may occur
after the first round. This will usually be some situation that has
occurred during the battle, to which you may have the opportunity to
react; depending on your reaction, your or the enemy forces may gain
a bonus for the rest of the battle. Often, you will have the opportunity
to retreat your forces at this point.

Battle Conclusion

Once the battle event has been resolved, the second round of the
battle is fought. If the outflanking attempt succeeds, the flanking
force will now join the force with triple strength (if the outflank
fails, they will rejoin at normal strength).

At this point, the side that has scored the most total "hits" wins the
battle. If you chose to plunder the town, you now receive your well-earned
loot. If you chose to target destruction, the game now resolves the
effects of the destruction. The greater the victory, the more
devastating is the effect of the destruction. You also gain a little plunder.

To capture a region, it is not sufficient to just win the battle. Under normal
circumstances, you will have to score twice as many hits as the defending
force to conquer the region. If the defenses of the region have previously
been damaged, this requirement is reduced dependent on the previously
inflicted destruction in the region. A captured region is turned over to
a governor of the empire you are fighting for. Loot gained during
conquest is also minimal compared to a regular plundering mission.

Scurv

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Re: Game Design: Port Attacks
« Reply #1 on: September 20, 2010, 07:17:09 PM »
YEAH!!!! bring it on!!!

Another idea that might be fun is when you get the Governor missions going, he can order you to conquer a specific port and if you don't you lose rank or your letter.

Also if you make Governor missions to capture "known pirates" like Blackbeard  ect. you can add some of the top scorers from the top scorers list when its up and running.

Cantora

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Re: Game Design: Port Attacks
« Reply #2 on: October 22, 2010, 08:43:09 AM »
Ok I have been testing this out a fair bit on hardest level and here's my first impressions (and i know this is BETA so i am pointing this out as a beta tester :P )

The whole concept has been put together really well. The combat system works well and it is not a walk in the park...

however there are two major issues i find that limit replay value and make the whole thing a cheat. The first is allowing way too much plunder when hitting a city - and allowing the spoils of war to reflect that city, an the other is the ability to repeatedly hit a city and just continually get $$$ for it.
Once a port is plundered, it should take a while to regain its $$. It should also cost them strength in arms & value. This will fix the problem without hassle. And plundering a city that belongs to your country should cost quite a lot more than sinking one of its ships.

Here's an example.

I am with the brits who are at war with spain. 
I go and hit domingo now that I have a warship with 375 crew and capture it for my country.
Irefil my crew and hit the battle button again  while inside the now brittish port - Plunder + Charge. I get 5-10k dubs+ gems. I repeat this until my crew get to about 250 (By now my hold is full of gems and i've made about 40k dubloons).
I sneak in to the city, get  a pardon for 4000 dubloons and then head off to the french and sell my gems. And repeat. In about an hour I have 250k Dubs

 
Hope this helps. Looks like you've set it up real well though. One question - is CHARGE related to fencing? And if not, why not? :)

 

Cantora

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Re: Game Design: Port Attacks
« Reply #3 on: October 24, 2010, 12:28:53 AM »
Without port attack, Score: 429,197
With port attack, Score: 1,261,296
I was trying to capture every city before I retired but ran out of time with 1 Spanish, 1 French and 1 Dutch port left. drats ;)


VPraetor

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Re: Game Design: Port Attacks
« Reply #4 on: October 25, 2010, 11:07:47 AM »
Everytime I got a message about the captain being involved in the battle, the port attack ends. Well, nine times out of ten. So far tried attacking strength two settlements.

MicaByte

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Re: Game Design: Port Attacks
« Reply #5 on: October 25, 2010, 10:06:42 PM »
What does the info above the captain comment say?

VPraetor

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Re: Game Design: Port Attacks
« Reply #6 on: October 26, 2010, 09:19:19 AM »
It stopped happening, but by that stage I stopped using the middle ground. I either went for plunder or 'For <sponsor>!'

It is about the battle going evenly and the captain going into the thick of things, just going with the flow of the battle as there is no opportunity for him to specifically influence it.

Cantora

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Re: Game Design: Port Attacks
« Reply #7 on: October 26, 2010, 10:31:05 AM »
It stopped happening, but by that stage I stopped using the middle ground. I either went for plunder or 'For <sponsor>!'

It is about the battle going evenly and the captain going into the thick of things, just going with the flow of the battle as there is no opportunity for him to specifically influence it.

Very easy to replicate. seems normal to me?
When choosing Fight @ Dawn:
Your attempt to sneak up on the garrison is a shamles...etc etc

Your forces have lost 27 men, while your enemies have suffered 8 casualties
You lead from the front lines, s is xpected from the Captain. You go where the fihting is thickest, and have no time to respond to the eb and fow of the battle
<click continue>

Your forces have lost 66 men while your enemies have sufferd 16 caualties, despite your best efforts the battle turns agains you. Suddenly a HUGE SEA MONSTER appears out of nowhere and engulfs both parties! You spend the next three months trying to find your way out of the sea monster, and luckily survive with only two remaning crew

...so maybe the sea monster bit didn't happen, but still.