Military and Combat
What about combat? How are battles fought
in SuperPower?
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Is there a small number of premade battle maps or are the combat terrains randomly generated?
Actually, neither of these
traditional techniques are employed. The world map used in SuperPowers
is 43200 by 22896 pixels in resolution. This means that SuperPower
contains geographic terrain data for about every square kilometer on the
globe. From on this massive world map combat theater maps come.
Thus, there are thousands of possible battlefields to fight on while the
topography for any particular place on earth will always be accurate.
How do I build-up my armed forces?
The strength of your country's
industrial and military centers (cities and bases) and economic resources
will help determine how much money and capacity you will have to increase
your forces. Refer to the image link for a look at how military unit
building projects are detailed and then confirmed.
How do I advance my country's military technology?
Technology advancement comes
from research into military unit attributes. As research progresses
the bars on the left come closer and closer together. Chances are
that your country will not be able to attain preemince in every design
character for every type of unit. It will take skill and thought
in choosing your forces' strengths and weaknesses.
Are there nuclear weapons in Defcon?
There is nuclear combat in
Defcon, but it only takes the form of strategic warfare. The nuclear
powers can launch ballistic missiles at each others' bases and cities,
but these cannot be used in theater combat. (The are no nuclear weapons
in the battlefield warfare mentioned above.) One ought to realize
that using ICBM's should be a last resort. All of your advisors will
probably try to stop you, but you always have the option to launch.
Even if your action does not incite World War III, it will still make your
country a pariah in the international community.
Will an all-out global thermal nuclear war end the game?
No, launching nuclear weapons does not bring an end to the game, but
it will mean deep trouble for the targeted nations and likely bring chaos
around the world.
How does strategic warfare work?
Strategic warfare only involves the use of ballistic missiles. When countries begin to launch nukes at each other, you will be taken to the strategic warfare screen. You are allowed to control the rate at which time progresses, but you could still have to make an important decision. Will you stay out to the conflict or join in the fight? Should you target and launch some of your ICBM's as well? Choose cafefully, if you attack other nations may retaliate against your "aggression".
Of course, if you have nuclear
weapons you need not wait for a special occasion to use them. The
game lets you be the first country to launch in nuclear conflicts.
Would anyone like to play Global Thermal Nuclear War?
Unedited Material
> Small question. If any unit can attack anywhere in one turn,
> why do you need an aircraft carrier?
Hmm... good one! Because it's cool? :-)
No. When a country decide to attack, it can send a group of units on
a
city/base and it'll be there at the end of the turn, no matter where
they
come from. However, defending units are limited to the one currently
in the
city/base or its direct vicinity. If you want to counter-attack, you
send
troops on the next turn. This way you'll be able to kick the asses
of the
attacking country but only a week AFTER they will have taken the city.
That said, the aircraft carrier serves two purposes. First, it'll be
the
only mean of air defense for a naval task force. So it'll be able to
defend
itself from air/naval attackers. Secondly, an aircraft carrier parked
near
a city will provide its air cover to this city. So, for a one of your
own
city which does not have an airport yet, or to protect the city of
an
allied country. It may also be useful to have aircraft in a city's
vicinity
w having to get a "park unit on country" to park your aircraft on its
airport.
don't quite understand the ammo column and the message attached?
Should this column be filled and if so, with what?
The ammo column should be filled with the weapon load carried by the
unit.
This usually means missiles, but for helicopters and naval combatants,
it
can also be torpedoes. The USNI database (which was sent today by the
way... you should get in about 3 days) will help you a lot about this.
It
lists which missiles are owned by each country. Using this, and the
missiles the unit can handle (also listed in the design description
of the
USNI database) you should be able to fill in this column.
So, for example, if you design the F-16 Falcon, you will see that it
can
carry, let's say, AIM-9 Sidewinder, AIM-120 AMRAAM, and AGM-65 Maverick,
and that it has 7 weapon pylons. You could fill it with 2 AIM-9, 2
AIM-120
and 3 AGM-65 if the country possess those (fill it with others it has
if
theses are unavailable). The aircraft will then be multi-role (short
range
and medium range air-air missiles and air-ground missiles. So no need
for
role-specific variants.
I have been bookmarking the pages I get my airplane information from,
would you be interested in having these (32) or only a very select
few?
Only the best ones. Those you feel I should not live without :)
Is there any other factors/sources to consider for Damage, Range, and
Precision besides generation, sensors, and possibly nation?
Hmm... I'll try to explain, if I get it right.
Generation is the rating that describes the way the unit is built. Units
made during WWII were made in a certain way, those built during the
Vietnam
War in another way, which was more advanced... and so on. Independently
of
any factor, an F-22 Raptor's fabrication is superior to an F-4 Phantom
made
in the 70's. So the higher the generation, the more advanced the technology
involved in the process. It will modify every rating, but should not
be
relied upon for assigning values.
Combats should go something like this. An aircraft flies over the
battlefield in search of enemies. It's sensors rating will be used
to
locate enemies. The sensor rating will be opposed to the stealth rating
of
the enemy aircraft to know if it locates it. If it does and decides
to
attack, the aircraft will again use its sensor rating to try to lock
on its
missile to the target. When it'll fire, the aircraft will no longer
have
impact on the result. The missile own rating will be used. This means
the
speed/maneuverability against the target's speed/maneuverability and
the
missile sensors rating against the stealth/countermeasures of the target.
If the missile reaches its target, the damage (divided by the area
of
effect) will be compared with the armor rating and will do its effect.
The damage rating should be in accordance with the size and type of
the
weapon warhead.
Weapon precision will do about the same thing as the sensors rating
but on
an uncontrolled projectile such as a tank shell. So the better the
cannon,
the better the precision (M1A1 Abrams better than T-50). But this is
difficult to evaluate... go with your common sense.
If it's still not clear or I missed the point, just tell me.
Sebastien
Some questions about training:
Does training improve proformance or is it just a price-hiker?
It does. All rating will be improved by the amount of training units
received before being released for combat.
Might different countries have different training for the same aircraft,
for instance China and Ethiopia? Occasionally giving poor countries
less training might add depth.
Yes. Good one too... This is another thing that must change from country
to
country. Simply forgot to tell you about it..
As for the inconsistancies, the only area I'm really concerned with
is
aircraft speed. I know you are not asking for hyper-detail, but
when
one airplane is .8 mach slower and yet ranked with a higher engine
than
another, we're bound to hear about it. People can argue about
manuverability, sensors, and the rest, but I think engine is kind of
straight-forward. Today, I found a listing of warplanes with
speed
stats for 140 designs and if you don't mind too much I'd like to re-rank
some of models accordingly.
Also, I'm trying to implement in the AI the idea of "unnecessary continue", that is the AI will know that you've won if you control too much of the globe. Small nations will simply bow to your might. I believe there's no point in continue gaming if the player conquered all America, Europe, and Asia, and Africa would resist. This would simply not happens.
Now, if the player wants to continue and anihilate Africa, he
can always reject the peace. His choice. He'll have to be smooth, though,
because a conquered country could try to get it's independance back if
the conqueror does stupid or evil things (just like the roman empire when
it broke apart). This would create a great scenario: The player conquered
all, wants to
test his new super-duper weapon of destruction, wipes out an entire
country, this upsets his conquests who start to attack him from inside
and break apart from the empire.
> - does diplomacy make it possible to acquire territories by 'menace of attack'?
Well, you can sens hords of troops, and the other country will surrender
without a fight. But it'll take hords for the other one to surrender it's
capital. It's
more likely to call for international backup.
[Jean-René answers Mike's question saying that you can attack other nations without them attacking you.
<Jean-René> Yes, you can declare war.
<Jean-René> You can also attack
without declaring war.
<Jean-René> Depends on your strategy
, that is take it's capital, that nation will fall into your control.
That won't mean that the two nations will merge into one. The
conquered will stay as it is, but you will control it (in every decision,
just like your country). Transfers of ressources and technology will be
possible.
The conquered nation will, however, remain different than you. It's
population demographics will be different. It you conquered it with blood
and guts, there
will surely be rebels that will do their dirty work. Rebels have almost
the same potential of actions as the Secret services: sabotage, terrorism,
assassinations, Coup d'État...
To thwart this, you can always 'informally' control a country; that
is rig it's elections. If you succeed, you will place a puppet as head
of state that you will
control. The population will think they're free, the rest of the world
will think it also (unless they're secret services discovers you) but you
will nevertheless
control the nation. Fun possibilities there.
As for the possible responses of conquest: every one you mentioned will
be possible. Which one (or ones) will depend on the situation, the conquered
nation's importance, your importance, the nature of the conquest, etc.
The EHE takes over from there because the web of decision is a little bit
complex.
That's why we built sort of like a neural network system.