What makes a gun battle?

As I evaluate the pros and cons of Aron Granberg’s A* Pathfinding library over that of the RAIN{Indie} package, my mind continually get distracted with the idea of what is going to constitute a gun battle in Failed State. Is it going to be a straight numbers game where the troops with the greatest numbers will prevail (like Galcon)? Will there be a rock, paper scissors balance like Age of Empires or Autumn Dynasty? Will a squad be broken up into individual entities (e.g. soldiers of a squad) that have smaller granularity of info such as ammo, whether they’re aiming, loading or suppressed much like Clost Combat and Wargame European Escalation? How will tactics play a part in making the game more interesting? And once all these decisions are made, how do I balance the game mechanics so that one strategy is infinitely better than the others?

I’m getting too far ahead of myself.

I play paintball quite regularly and simply put, paintball is a game of suppression and assault. If you take more ground you get better angles on your opponent and the best way to make ground is to keep their head down with suppressive fire.

Suppressive fire isn’t necessary directed at a specific foe like a sniper taking a shot at an individual. Instead it’s firing on an area to force those within that area to take cover. There is no ‘clear shot’ so to speak.

That’s something that I want to be able to capture in Failed State. Like in Close Combat I want artillery units to potentially suppress infantry in and around the firing zone. If a machine gun has a 200m shot at a building with troops in it, I want that machine gun to be able to suppress the troops inside. This offers a tactical advantage because other infantry units can move up on the opponent with reduced chance of being seen and/or fired upon.

Those are the type of gun gun battles that I want to be able to bring to hand held devices.


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