Rationale
The battle has a few base components inherited from
Endless Space. The first and foremost is an epic, cool-looking cinematic battle. Having a cinematic battle is followed by a number of gameplay trade-offs. This means the entire battle from the ground up has been designed with the idea of strategic planning in mind as opposed to in-battle moment-to-moment tactics.
Image 1: Concept image of what we imagined battles looking like.
Coming from
Endless Space, there are of course some lessons we’ve carried on. One of those lessons are the idea of how scale and context of battles are very important. This means that the ships will follow a completely different scale from
Endless Space. Going between each ship size will feature an around 3 times increase in size. This means several hundred fighters could fit inside a large ship! Not that we will be able to put that many fighters in any one battle considering the graphical upgrade.
Importantly, the cinematic battles will also feature dynamic length – allowing us to shorten small scale battles and give proper time to large scale battles. The gameplay of battles is featured in what we’ve called the "Three layers of planning". But before that, let’s have a look at the battle.
The Battle
Before the battle occurs, players make various planning choices that are explained in the next section – these planning choices include where the battle takes place and what kind of fleets are engaging as well as reinforcement strategies and more. These layers of planning are there for several gameplay reasons, but are also there to increase the variety and fidelity of the cinematics. The ‘Battle Arena’ will define the visual arena you see, the "Ship Design" will have visual weapon modules that turn and fire and the ‘Battle Plays’ define the movement of ships. All of this should lead to a lot of variety in the cinematic experience of the battle.
This focus on decisions taken before and just up to the battle as opposed to decisions in the battle changes the dynamic significantly. Ships can now take damage on specific parts of the ship, specific modules can take damage and be destroyed during the battle, which means that the maneuvering present in "Battle Plays" (explained in the "Three Layers of Planning" section) will have a large impact on the battle outcome and the arena affecting the efficiency of modules and ships will also have a large overarching effect on battles.
The battle is split into
5 phases. A cinematic arrival phase, three battle phases and finally a cinematic resolution phase. The cinematic part of the battle is, besides looking awesome, meant to highlight what parts of the planning had an effect on the outcome of the battle.
To this end a couple of systems are in place. The
Battle Director, as it has formally been named, will be in charge of analyzing the battle and figuring out what is worth showing to the player. It will evaluate all of the events that can occur during a battle and select what you see, attempting to show you the most awesome battle possible. The
Free Camera View is also there to allow the player to experience the battle from their own desired perspective and finally a
Tactical View exists to give the player an overview of what is happening in terms of fleet movements.
Finally the
battle report will give you all the information you would need to understand the outcome. The battle report will:
- Visually show the battlefield
- Show Fleet movements
- Show important key movements
- Give information on ships
- Certain ships performing really well will receive "medals"
- Show the sections and modules damaged in the battle
- Show each ships relation to the "Battle Play"
Also, this time around – Heroes will appear on the battlefield and fight side by side with the fleet! Upon the battle beginning, all that there is left for the player is to sit back and enjoy the epic battle!
Image 2: Early in-game screenshot of a battle
Three Layers of Planning
An initial goal of the battle system in Endless Space 2 is that there should be no difference between using the auto-battle compared to manual battle. To retain the strategic gameplay of battles, the battle is split into
3 layers of strategic planning, which defines the outcome of battles. These are Ship Design, Battle Arenas and Battle Plays.
Ship Design
Ship Design is heavily expanded from Endless Space and even Endless Legend. It will receive its own GDD – so this will only serve as a short summary.
Similar to Endless Space, the game will feature
3 different ships sizes (Small, Medium and Large), which will require
Command Points to field in your fleets. Fighters and bombers will also be featured as a type of module.
Each faction will have
5 combat ship hulls – 2 small, 2 medium and 1 large that will correspond to
4 roles (Attacker, Defender, Support and Carrier) and each faction will also a civilian ship. Ships corresponding to their roles and faction have a "Slot Layout". Slots are positions on the ship where modules are placed. Note that the position and angle of modules are relevant to whether or not they are used at any given time in the battle – a weapon module can only fire if it has a target within its arc of fire.
Damage calculation also will not occur in phases as it did in Endless Space. Damage calculations are more fluidly considering each salvo of shots angle and defenses. Each shield and hull will have different stats to deal with different types and ranges of weapons – and the destruction of a ship occurs when its core has been destroyed.
This system along with a focus on weapon variations – such as rockets usually being good at one thing, say hull damage - can with a later technology allow a player to equip EMP rockets instead that are good at another thing, say disabling modules and/or shields. Using this system of creating ship designs and smartly combining those into fleets with the other layers of planning allow the players to gain an advantage of the battlefield.
Battle Arenas
The Battle Arenas are generated from
galaxy parameters. This means if you have a system with an anomaly, say "Aurora Wave" – that anomaly will likely be featured in the battle arena with an effect on battles in that system. The goal of this system is to generate different predictable battle arenas. Players can choose to place their fleets and battle in systems they feel they have an advantage. Players may even be able to modify the arena using system improvements or special ship modules.
The Battle Arena is generated from:
- Galaxy Nodes:
- Anomalies.
- Planets.
- Sun Type.
- Player Interventions:
- Special modules.
- System improvements.
- Temporary or aggregated events:
- An anomaly appears in a system for X turns.
- ‘Ship Graveyard’ appears from repeated battles in the same node.
These "arena hazards" can have global effects on the battle or can be localized in the battle arena. Flying through an anomaly could disable shields – or the sun type could simply emit a type of radiation weakening the targeting system of missiles!
Battle Plays
Finally, upon two players engaging in a battle, the final layer of planning occurs: the "Battle Play". This will be no stranger to Endless Space veterans, but for the rest of you. The
Battle Cards have 3 parameters: a buff effect, a type and a counter type. Each player plays a card in 3 phases of the battle, and the counters would remove the effect of the opponent’s card if he picked the counter type.
The Endless Space 2 model will only choose one "Battle Play" at the start, but this model will be expanded to include fleet movements as well as card effects.
Image 3: Concept image for "Play Loading Screen"
At the start of a battle the player will be presented with a number of choices:
- Pick a "Battle Play".
- Distribute Fleet into Flotillas.
- Choose Reinforcement Pattern.
The Battle Play contains a number of effects that help define under which conditions it would be useful (To add some prediction capability) – such as a long range-based play or a defensive play. These will also be tagged as a "Play Type", which is where the "Card Counter" system explained above comes in. Countering a play will reduce or negate the buff effects of the opponent’s card.
Then the player will have to distribute his fleet into
Flotillas – smaller fleets that are specific to the current battle. These flotillas can have contextual buffs or restrictions (such as only large ships), based on the chosen play. These flotillas will follow the path defined by the play, and this will be where battle manoeuvres are chosen and this is where interaction with localized arena hazards will occur. Note that these arena hazards can have positive effects as well as negative effects.
The last large choice to make is
reinforcements. Reinforcements will be an additional pool of CP that can be added to the battle. The choice involves how soon – in which phase this additional flotilla will arrive at. This choice of when they arrive will be a trade-off between having a battle penalty for being unprepared to having a battle buff for coming in late with additional information and preparation.
VIP Feedback
Visuals
- Praise for localized modules and damage/explosions.
- Concerns about "visual variation" – i.e. not seeing the same battle over and over again.
- Some comments on hoping the battle director – if done good enough, will provide a lot of variety in battles.
Visuals is a very high priority and we hope we will be able to provide a ton of visual variety. This is primarily a content issue – so will be an ongoing process for the entire lifetime of the game.
Battle
- Comments on how ‘banter’ between heroes would be cool in loading screen.
- Positive comments on the point of "battle play movement" – with the caveat of making sure that it does exactly what is expected.
- Questions regarding how many sides can be involved in a battle and who and how many can reinforce a battle.
- Questions regarding how heroes will show up in the battle.
- Some questions/requests to have "programmed behaviors" in the battle. (I.e. in Situation X, ship type would stop). Including some worry that lacking this could make ships seem a bit silly.
- Clarification on the fact that splines are pre-designed in the "Battle Play" and that they are chosen as a set. Meaning it currently does not support players "drawing splines" or mixing and matching splines.
- Question regarding Medal system.
- Concerns about uniformity and lack of variation on ships.
- Also questions regarding heroes and how to make them feel more unique.
- Comments on ‘battle card’ system, regarding making it more than just rock, paper, scissors – idea of adding "deck-building" by finding "unique" plays in the game through exploration/quests/heroes.
- Wishes to be able to save "battle setups".
The battle will only occur between two sides - while it is possible to have more, it would be impossible in terms of our GUI requirements. The splines will also be 'static' related to the plays. But you may still have different plays in different situations (unlocks/battle arena/etc.). In terms of the questions regarding customizing splines and giving ships behaviors - these are things are currently not a priority, but we will be keeping this open as we move forward.
On the point of variety - we are aware of the concerns of each faction having the same distribution of small/medium/large ships and the roles associated. But the content attached (modules, slots and ship design as a whole) - we are free to add a lot of variety. And even if we don't - the system was made with this sort of customization in mind. As such I assume a MOD will exist for those who really thinks it's too simple. The reason we're going this way is firstly for visual feedback - when you see a ship, you know its function based on its shape. And secondarily for the purposes of having 'reasonable' balance between factions on a battle level - pushing the larger balance efforts to empire level.
Medals are made as a way to feedback which ship designs are doing well and to differentiate XP. We can provide additional bonuses in addition to this, but the overall idea is to start with those two functions and then evolve the system based on early playtests.
For Heroes, they will participate in the battle in their own ships. Heroes come from the academy and thus will have separate ships (though you could imagine quest heroes having different ships). These will be defined primarily by their class.
We will also look into ways of saving setups and ship designs and such between battles, between games. However, we do not know exactly yet what will be possible.
Modules
- Positive comments on weapon variety and wish for more of that.
- Also ideas on ‘customizable’ weapons.
We are trying to focus on weapon variety more than just pure numbers. We are also moving away from the rock/paper/scissors style mechanics and doing something more general. But we still want to retain a certain idea of 'shields are good against certain types of weapons and hulls are good against other types' for example. But the entire system will be more open.
Ship Design
- Some fears of wacky design messing up gameplay.
We will not focus too much on
ship designs as there will be a separate GDD... but we are keeping this in mind.