Quote:
Originally Posted by BGs_Ricky
A stand-alone version would be nice too, I still play Achtung Spitfire and Over the Reich from time to time, but I'd like to have a game of that kind with some nice up to date graphics 
|
I do that too - so that's exactly why I started this

Bit of a different concept here though as I don't plan on the tactical level (directing the actual dogfighting). But maybe later... I think I will concentrate on trying to make an abstraction layer so the tactical AI can be either CloD or built in. I guess I must do some "spike" first to test that both work... The problem is all the time it takes
Right now I know that Unity gives me the graphics and basic concepts needed so that was why I did the test gameworld from the picture. Now I'm back to the drawing board and this is the current state of my concept document (incomplete, I know - I just wrote what is there sitting on the train on my way home from work yesterday

):
Air Force Commander - Design ideas
Game concept ideas
A slow paced strategic real time game where you command either RAF or Luftwaffe during the Battle of Britain in the base game. You control squadron sized air units, both bombers, fighters, recon and search/rescue missions. Maybe naval units in the future? Nahh...
The idea is to be able to play the game both as a standalone and connected to Cliffs of Dover by Maddox Games so that the tactical part is done in that game via a bridge API using a Redis db for storing the object structures and then having the server side C# scripting handle spawning flights in CloD and returning information to the game engine via Web Services - or some raw socket API if needed for performance. If playing standalone there should be a server component that does what CloD does so the game calls the same methods (but not via WS calls in that case). That hopefully simplifes multiplayer too...
There should before the game coding starts for real be a ready object model for the OOB:s for different sides (initially RAF and Luftwaffe) so players can edit that data themselves down to individual planes with correct markings and pilot names... And the aggregate those planes into squadrons, wings, Sector commands etc. This should be stored in XML-files that are open for manual edit too - but there should be a standalone OOB editor as well.
All units, objects and air bases etc should be stored with map grid positions and assigned squadrons etc in the OOB so the game can load all “startup data” from the XML-files. ie, start by loading the air bases, then find which squadrons are assigned to that, which planes/pilots are assigned to that squadron etc... Load
The goal of each side is to win by achieving different victory conditions. Maybe some specific goal if you just play a “scenario” like “destroy 50% of all the radar installations i southern England”, “Achieve aerial supremacy over Southern England by lowering the number of combat ready RAF aircraft to 200 AC” etc. In the “Grand Campaign” you can maybe have the goal to launch “Operation Sea Löve” that needs a list of victory conditions matched? Then an invasion fleet could be launched and you must protect it so at least 75% of the ships survive?
It should be possible to extend the game by adding new maps/scenarios that should be possible to create or download as “mod packages” where you can have a new custom set of game objects that get loaded with new plane types, stats, unit names, OOB etc.
Basic functionality
The game starts with a menu with these options:
- New Campaign:
* “Grand Campaign”. The goal is to invade England as LW after getting the RAF down to 200 AC, Industrial capacity to 50% and just 25% of radars left or similar. There should be a time based “end condition” - launch Sea Löve until 30 of october or similar? For RAF it’s naturally about denying that to the germans
* Different sub-campaigns like “Attack on coastal shipping”, “Attack on airfields and radar” etc. Maybe some “Sector/Luftflotte commander” campaign for smaller scale?
* New Mission - you get only one target that should be completed - ie destroy the radar installations at Dover.
- Options (realism, graphics etc)
The map:
The map depicted in 3D should cover southern England and NW France. About the same size as the map in the PC simulator “Cliffs of Dover”...
Minimap:
In the bottom right corner there should be a minimap with different filters.
3D Objects:
The units should be 3D objects, three small fighters etc? Or maybe “counters”? There should be a small number next to each with the number of subunits and maybe some bars for relevant information?
When a friendly movable object is left clicked it should be selected and it should get a ring around it. An object information box should be shown in the bottom left corner of the GUI with context sensitive information for the obejct, and an orders/actions box in the middle GUI.
When you right click an object a menu should appear to the left with different options depending on the object type selected.
Game objects
Air Formations
Generic Information:
Air formations are naturally the “beef” of the game. It should be possible to have Air formations with just a single aircraft as well as a “Big Wing” formation with multiple squadrons...
Bottom left information field with with:
* Unit type
* Fuel level
* Ammo level
* Number of original ac / current ac.
*Unit commander - name, rank, experience, number of kills, fatigue
* Button to view list of sub-units in the formation. It should be hierarchical with Wing/Gruppe->Squadron/Staffel->Flight/Schwarm/Rotte->indivudual planes with different information depending on the level.
Bottom orders menu with:
- Move to (which is also the default right click option when an object is selected and you click on empty ground, an airport or a friendly air formation. If you click some friendly object a context sensitive meny should appear with commands like “Land”, “Escort”, “Merge with formation” etc...)
* If shift is pressed a chain move order should be possible
- Set up patrol pattern
Put up point A and then point B and the plane will patrol this line
- Set up “searchbox”
Put up a box that should be patroled. The box should be possible to rotate to put up a suiting box over the south coast of England for example.
- Attack/Intercept (which is also the default right click option when an object is selected and you click on an enemy obect)
* After selecting a target a sub-menu should appear with different alternatives depending on the target... For example when attaing a formation of bomber with fighter cover the alternative to “Attack bomber ignoring fighters”, “Only attack figher escort” etc. There should also be a some checkboxes with options like “Just one pass”, “Minimize risk”, “All out attack” etc..
Air Bases
Generic ideas
Air bases are your home, and all squadrons must have a home base. It should be possible to relocate the squadron home base.
Depending on the size and damage level of the base there should be a maximum number of squadrons/aircraft that can use a base. You should not be able to put all you Spits at Manston
If a base has been attacked by the enemy and damaged there should be damage recorded into some different categories that will influence the player in different ways, when attacking a base it should be possible to select which of the following targets to focus on the follwing “subsystems”:
* Runways - If damaged it will take longer time to get your squadrons into the air or land, and the more damage the more impact. And if the damage level is above a certain level there should be a risk that aircrafts crash when taking off / landing.
* Hangars - If damaged the current planes that are on the ground in that base may be destroyed. The permanent effect should also be that repairs of damaged aircraft increase by %damage * X.
* Barracks - Direct effect if pilots are there is that they may be killed. The permanent effect shoud be that pilot fatigue “heals” slower by the damage level * X.
* Air defenses - If damaged there will be less risk for attacking enemy planes until repaired.
Bottom left information field with with:
Bottom left information field with with:
* Information (Base name, generic information)
* Status - damage to different “subsystems”
* Squadrons / units assigned to this base
...
Bottom orders menu with:
* Create mission / flight
* Repair orders (select what to focus on repairing)
* Reinforcements - click to assign new planes/pilots from the “generic reserve” pool to this base. This button should be green/orange/red depending on the current need for reinforcements. There should also be a map overlay to display this for the whole map with all bases.
Ship Convoys
Generic information:
Convoys will come from different directions and follow a number of predefined paths
Convoys will have a number of ships and for each a cargo load of the different supplies needed.
Radar Installations
The radar installation should be rather simple. Some status and current efficiency level based on the damages.
Aircraft Factories
Hmm, how much to put into this layer. The idea is not to have some silly RTS style handling where you “build” units - but it would be nice to select the desired production of which aircraft type maybe. There should be different production times and a time to switch production. Hurricanes should be cheaper than Spitfires, but there should be no “research tree etc”...
Each factory should have a current production capacity of number of aircraft of type X that gets into the reserve each day. Should be a float number as the total amount produced by all factories each days is what counts and should be an int
Damage should reduce production by X percent and it should maybe be possible to assign how much focus there should be on repairing individual factories vs air bases vs radar installations?