"All war is deception"

Saturday, December 8, 2018

First Impressions: Bad North


Bad North is a small, procedurally generated, minimalistic real time tactics and turn based strategy game. Yes, a real time tactics game. Let me explain.

What makes it different from normal RTS games is notable.

There is no group select, or rather, each unit is a squad, and you can only select one squad at a time. Time slows down if you select a squad to order them considerably.

Battle maps are small, even bite-sized. You can see everything in one glance, except for the parts hidden by cliffs, which makes the camera rotation mechanic vital and replaces the fog of war concept.

The rock-paper-scissors balance is also very apparent and significant, and will punish you if you aren't careful. Archers beat pikemen and swordsmen without shields, until they are close enough to damage the archers. Pikemen beat any melee units, like swordsmen with shields, except when they are moving, so they must be prepared and grounded in a position to be effective. Swordsmen with shields beat archers by shrugging off their arrows. Swordsmen, the "weakest" unit in the game, wins through overwhelming and outnumbering numbers, and also used to rush archers and moving pikemen. You can upgrade swordsmen's class to archers, pikemen, or swordsmen with shields.

The strategy layer is turn based. Here, you can choose which next location to defend. Then you can also choose your commanders, which command your squads, and upgrade them to different unit classes. You can also further equip them with skills and items.

You only start with two commanders/squads, however, and you must pick up new commanders along the way. There is a limit of four squads per island.

There is permadeath, so if you make a mistake, your squads die, all with its upgrades. You can replenish your units in battle through the houses you defend in the midst of the skirmish, though this takes considerable amount of time.

Once al your commanders are dead, it is game over.

One of my problems with the game is that the interface when selecting units is farther down the screen, and it is not really that noticeable. So to replenish or flee, you must go all the way to the bottom.

Other than that, Bad North is enjoyable. I really like the "time slows down when giving orders" mechanic. It seems to hearken to my previous post's point about orders having a pause: Possible Solutions For Preventing A "Clickfest" RTS

Friday, November 9, 2018

Possible Solutions For Preventing A "Clickfest" RTS

I've been trying to generate ideas on how to prevent the clickfest of an RTS and provide a better pacing.

So, assuming classic RTS gameplay (basebuilding, resource, etc.), in addition to that, I propose:
1. Pre-planning or (actual) strategy phase

In real warfare, there is more planning than simply just going down on the battlefield and hoping for the best (which is tactics, not strategy).

So taking a cue from board games and the like, a pre-planning phase would go a great length in the strategic aspect of an RTS. So, your opponent can plan out his moves, and you can plan out yours, before gameplay starts, giving each equal ground.

I would equate this as having a pre-planned opening in chess.

What can go into a phase, perhaps?
A. A predetermined base architecture/structure layout

With basebuilding in current RTSes, often, it is part of a reactive action. You have a build order you have to build, and if you spend too long placing units here or there, you forget to build proactively.

So instead, how about planning the base layout in advance? Like in real warfare?

Prison Architect has a function where you can place tiles to plan out where you want to build future structures while pausing the game. So something like that.

So instead of worrying whether you can click faster than another player to build a power plant or two, have the planned ahead.

And, if a base layout is good enough, saving and loading base layouts might be a thing.
Image result for prison architect planning

B. Pre-determined build orders

Like base layout, why can't the build orders also be pre-planned?

If your strategy is based on pumping out several units of the same type, say, siege units, or whatever, why not just have it set in the beginning and automated?

So instead of having the reaction immediate, an opposing player can plan to be in a defensive position instead. But most importantly, both are prepared to win (or fail), equally.
It might just involve setting up sliders or toggles for each unit.

C. Pre-determined scouting/attack routes

So, once structure and unit build order is done, why not attacks and scouting?

Once the pre-planning phase is done, the AI will automatically build your custom layout in the order and optimized. So whatever advantage you have clicking fast will be nil.

Games with a waypoint mode like Red Alert 2 is sort of like that. Except this will happen before gameplay starts.

Image result for waypoint mode red alert 2

Now, I'm not saying throw away all the micro. I would think a commander can override the macro orders. But planning ahead would be advantageous.

But if we want to extend it to the realtime gameplay:
2. A staggered or modified command system

A. Action points?
This might make an RTS a bit more turn-based. But just a bit.

We know in TBS games that there is such a thing as action points that limits actions per turn.

So, can something like that be applicable to an RTS?

How about something like a limited amount of clicks per minute or some sort?

Might be some balance issues there, and definitely a lot of RTS players might get annoyed, depending on how it is implemented.

B. More generalistic/macro actions
In real warfare, you can't really micromanage your soldiers too much. Most of the time, commanders give a sort of general command.

The Majesty games has it where you pin a flag on the ground and reward bounties to heroes or such that take up the call to arms. A general macro attack command might work that way.

It might take better AI for other actions. A general command to improve economy (compared to microing harvesters) might take building and commanding harvester units, building more refineries, etc. Apparently, Distant Worlds does a good job.

C. Ability to order while pausing games
This will really only work for single player games, unless the pause is mandatory for all players. And this has already been done in some obscure RTS games I don't remember the name of. But the ability to give orders while pausing can give players a breather.

Maybe pausing can also switch to the planning mode I proposed. So once paused, you can do more build orders, structure layouts, and attack formations.

If there is mandatory pausing for multiplayer games, it might take the form of a turn-based game where you are given 15-minute (or so) bursts of real time activity and then a mandatory pause for planning mode.

In Conclusion:
These are just some solutions I propose to prevent RTS games becoming clickfest. Will they be effective? Well, it depends.

Wednesday, May 16, 2018

Game: Actions Per Minute: The RTS

 

Actions Per Minute: The RTS 



Real time strategy games have a tendency to be accused of being clickfests and that a higher APM (actions per minute) is the thing that wins games in RTSes rather than strategy and tactics. With that in mind, APM: The RTS is a distillation of that winning skill of clicking faster than your opponent to win games.
All you have to do is click a lot, and win.
Left click to build structures and stuff. Right click to command units and stuff.

Updates:
Added Fog of War
Nuclear Superweapon
All units and structures now work correctly
Win/lose state

Planned:
Better feedback
Highscores
More factions

Monday, January 22, 2018

First Impressions: Forged Battalion (Early Access)


Forged Battalion is a game in Early Access from the Westwood offshoot Petroglyph games, makers of Universe At War, Star Wars Empire At War, Grey Goo, and 8-Bit RTS series, and in Westwood days, makers of the Command and Conquer series. I am a fan of their work and would at least try, if not outrightly buy a game they come out with.

At its basics, Forged Battalion is a Command and Conquer-style RTS with a faction creator mechanic, with hints of 8-Bit in it. There's a tech tree players can buy technology to use in the faction creator with research points gained in single player or multiplayer. Units come as infantry in mech suits, light vehicles, heavy vehicles, and aircraft. Units have one weapon and may have different passive support abilities or movement, all customizable from the faction editor. Each faction has a superweapon, unlocked from the tech tree. With some differences, it is simply a barely improved Command and Conquer.

Which is not a bad thing, but there are still things to be desired.

This is a "review" of its Early Access stage. Many things could have changed after this review, which was conducted on the date on this article.

Thoughts and Recommendations

Faction Creation 
This is the main selling point and gimmick of Forged Battalion, hence we will cover it. Not that it's bad, it could be a lot better.

While the Faction creator tool is admittedly cool and reminds me of Warzone 2100 RTS unit creator, it makes units and factions as a whole look generic. There are no cosmetic differences and thus gives no personality to the factions or units.

The Faction creator tool works in conjunction with the Tech Tree to customize units. Units come as as infantry in mech suits, light vehicles, heavy vehicles, and aircraft as previously stated. There are also right now five tiers in the tech tree with different levels of tech in it. You may create four units for each type in different tiers to fill a slot. You use research points gained from gameplay to unlock technology.  

I recommend adding more cosmetic options, even if upended with microtransactions, just for differentiation's sake. Things like different unit skins and different chassis designs. Have an option for different voices for units.

I would also love more customizable buildings, not just turrets and headquarter upgrades. In fact, an ability to have more specialized buildings would be really cool and more in line with the create your own faction gimmick.

No customization options for harvesters? Anyone remember the Chrono Miners, War Miners, and Slave Miners of Red Alert 2 days? More personality is often better than lesser personality.

As for units themselves, what would be really cool is to add an option for higher tier units to have two weapons, instead of just one. I want to be able to recreate Mammoth Tanks. Or have multiple barrels of the same weapon.

Really, please add more personality and more uniqueness for faction creation, Petroglyph. Your 8-Bit RTS series was oozing with personality. It doesn't feel individual enough that I can own my factions.

Tech Tree
This is related to Faction Creation, but is a major enough segment to include a different set of recommendations for it.

More tiers. Please. If you want truly special factions, Forged Battalion does not provide. Please look at your past games, especially Red Alert, Generals Zero Hour, 8-Bit, and Universe At War to understand how to differentiate factions. There is so previous material much you can lift from.

I would love more superweapons. How about an option to put epic units to replace superweapons like what was done in 8-Bit Invaders? A mind control superweapon like the one from Yuri's Revenge would be cool.

I understand the last tier is locked, and thus can't guess what they are about, so if my suggestions are already in that last tier, ignore.

Tentatively, I would want to see a Deploy type technology ala Red Alert for added armor and a different type of weapon. Other Command and Conquer technology tropes are already included such as Stealth and Nuclear weaponry and even an Ion Cannon.

Non-lethal weaponry such as freezing/cryo technology and mind control technology would be awesome to have and would add in more to the personality argument I am making. Of course, mind control and such would have its own balancing issues, but it would be so cool.

In fact, more non-lethal support abilities would be needed. There are no medics or engineers or any repair types of buildings or units can be found or any buffs at all. Or even transports. I can do without transports, but no support units? Maybe I haven't dug into the tech tree enough but I didn't find them.

Graphics
I don't care about graphics that much. I particularly liked 8-bit voxel style for instance. In fact, I do think this new style is an improvement over that. Not too blocky and minimalistic, but detailed enough to strike a balance.

That said, I can barely make out the different units on the battlefield, for again, a lack of cosmetic options. I just need a bit of a color difference other than the faction colors! The Artillery units are different enough to be able to tell them apart from the others. Other ones, not that great to tell them apart.

Also love how Infantry units are in mech suits like GDI Wolverines are. It reminds me of End of Nations as well.

The Barracks could look a bit more different to the other War Factories on the map... I couldn't tell them apart immediately. The Hand of Nod and even the GDI Barracks were clearly Barracks. Just please use a totally different style without the garage door thing in the front. That is a bit confusing, and especially if you want to do an e-sport of this, seeing differentiation is key.

Gameplay
Gameplay is standard/classic RTS warfare. Or read, Command and Conquer style warfare. Only can build one structure and so on. Mine only one resource and manage the power.

Strategy so far seems to be spamming units repeatedly. Simple and effective. However, lack of different RTS tropes, such as the lack of walls to funnel units, makes the execution of combat have something yet to be desired.

A big difference is, there are no more MCVs. Infantry must find an Outpost to capture and expand. I am ambivalent about this change.

I'm not sure if it's because it is Early Access, but destroying an enemy's Headquarters does not prevent the enemy from constructing(!?). It frustrated my large attack against the AI base in the first mission. Please do not do this regenerating AI thing.

Not a big thing, as it also wasn't present in 8-Bit, but there is a lack of walls construction. I think walls would at least help in some strategizing by funneling enemy units to a spot.

What I liked about Command and Conquer 3 is the ability to queue more than one building by constructing Cranes. I think it would be an option to consider.

I would like to see more than one resource type on the map. Or rather, like in Command and Conquer, where there was different types and colors of Tiberium, I think it would be nice to have something like that. I just think gold is overused. And don't even really have to do much, just change colors for the types of resources, or even throwback to Command and Conquer by having radioactive resources again. Not too important to me, but I think it will increase player options.

I don't do multiplayer too much, so please have a great campaign for us single only players.

Sound
Great Frank Klepancki music. I would like more unit voices, tied to my argument for Faction Creation personality up there. It isn't a priority for me though.

Story
The story itself is a rehash of the End of Nations backstory, except with changed names to suit the stripped down game: a man taking over the world with new technology to save the Earth from climate change and disaster.

It's fine for its purpose, but it needs more meat.

Overall
All in all, I like Forged Battalion and its potential. But at its current state, I would probably forget about it once I get to play with all the unlocked technologies. So please further improve and polish the game, Petroglyph.