posted 05-10-99 02:30 AM ET
David Johnson: I don't know of any empire strategy game that micromanages large worlds very well; perhaps the original MOO came closest.When we have a large empire, we're less interested in details than in the big picture. So to reduce micro-tedium, a game needs big-picture concepts (BPCs).
What are some of the BPCs that SMAC (or SMACX) could use? I'd love to read other people's suggestions, but here are some of mine.
1. Strategic orders, such as "relentlessly attack that enemy base".
2. More named large objects, such as attack routes, convoys, sea fleets, air fleets, army groups, combined operations groups. These should respond to orders directed at the group, not the individual units. (Modern generals have a chain of command, they don't direct individual platoons.)
Proof of concept: Space Empires 3 has numbered fleets, and you can order a whole fleet to any location on the map. A stacked portion of a fleet travels at the speed of its slowest member; separated units and groups (even of the same fleet) each travel at their own best speed. Each unit type can be given its own general battle orders. SE3 plays fast.
3. Combining operations, like procedures in programming languages. Bases have queues, but can we name the queues? Why can't we queue commands as well? And name useful sequences of commands.
Programming uses four simple combining forms: sequences, if-statements, tested-loops, and procedures. Similarly, military procedures should be describable, nameable, storeable in a library, and reusable in the next game.
4. AI Governors and terraformers are dumb because we cannot tell them all the details of what we want done. They should be more programmable. (See previous point.)