[Finished] Theater of War II: The Pacific
Posted: Sat Oct 29, 2011 8:55 am
So while my schedule remains fairly busy (putting my ambitious Poe adventure project to the side for now), I've started to work on some lighter fare: a WW2 tactical naval warfare game. It will use the same game engine as the first game (which should save me time to complete it), but it will be quite different as well. All surface ships have some anti-aircraft capabilities, and the cost of planes are less than in the first. There are also ship types that can absorb up to two hits before they are destroyed.
And of course, fighting takes place in the sea, so all terrain types block all naval movement. The flags of each respective player represent sea ports that must be destroyed in order to win the round of combat.
The human player takes on the role of commander of the Imperial Japanese Navy. The preamble will state that you are about to take on the American naval forces at Midway in June 1942. Historically, this was a crushing loss and Japan retreated into defensive mode until the bitter end. But if you go on to win Midway, then you keep pressing onto Hawaii, etc. until a climactic battle near San Francisco harbor.
I did some research on the web about the various ship types. Most notably here: http://users.swing.be/navbat/edito/navi ... avires.htm
I realize that not all ships of the same class could take on submarines or aircraft as well as others, but for the "sake of the game" I gave each type of unit strengths and weaknesses with a certain 'rock-paper-scissors' symmetry that is also present in the first game.
1. SUBMARINE
cost: 10
move: 2
vs submarine: NORMAL attack
vs destroyer: WEAK attack
vs cruiser: NORMAL attack
vs aircraft carrier: STRONG attack
vs battleship: STRONG attack
They are cheap to deploy and quite effective against larger ships. But they are vulnerable to the smaller ships' anti-sub tactics. They also possess no anti-aircraft capabilities.
2. DESTROYER
cost: 10
move: 2
vs submarine: STRONG attack
vs destroyer: NORMAL attack
vs cruiser: WEAK attack
vs aircraft carrier: NORMAL attack
vs battleship: WEAK attack
This smaller ship is the mainstay of the navy to protect the larger warships from enemy submarines.
3. CRUISER
cost: 20
move: 3
vs submarine: NORMAL attack
vs destroyer: STRONG attack
vs cruiser: NORMAL attack
vs aircraft carrier: STRONG attack
vs battleship: NORMAL attack
vs bomber: WEAK attack
A midsize ship with strong attack capabilities.
4. AIRCRAFT CARRIER
cost: 30
move: 1
vs submarine: WEAK attack
vs destroyer: NORMAL attack
vs cruiser: WEAK attack
vs aircraft carrier: NORMAL attack
vs battleship: WEAK attack
vs fighter: NORMAL attack
vs bomber: STRONG attack
These are crucial for establishing air superiority in the sea. The number of air units that can fly out is determined by the number of aircraft carriers you have (plus one). Due to their large size, they can absorb two hits before they are sunk.
5. BATTLESHIP
cost: 30
move: 3
vs submarine: WEAK attack
vs destroyer: STRONG attack
vs cruiser: NORMAL attack
vs aircraft carrier: STRONG attack
vs battleship: NORMAL attack
vs fighter: WEAK attack
vs bomber: NORMAL attack
These colossal warships have impressive offensive capabilities (though vulnerable to submarine attacks). They can also absorb two hits before they are destroyed.
6. FIGHTER
cost: 10
move: *
vs fighter: NORMAL attack
vs bomber: STRONG attack
They are not deployed on the screen but are rather hidden on the respective player's side of the screen. When they attack, they fly a random path to the other side to attack other air units. They attack other fighters first, and when those are eliminated, they then attack bombers. The maximum number that can fly out to attack is determined by the number of deployed aircraft carriers (plus one).
7. BOMBER
cost: 20
move: *
vs submarine: WEAK attack
vs destroyer: STRONG attack
vs cruiser: NORMAL attack
vs aircraft carrier: NORMAL attack
vs battleship: NORMAL attack
These are deployed in the same manner as fighters, however when they fly their random flight path from one side of the screen to the other, they do not attack other air units but rather enemy naval ships. The maximum number that can fly out to attack is determined by the number of deployed aircraft carriers (plus one).
And of course, fighting takes place in the sea, so all terrain types block all naval movement. The flags of each respective player represent sea ports that must be destroyed in order to win the round of combat.
The human player takes on the role of commander of the Imperial Japanese Navy. The preamble will state that you are about to take on the American naval forces at Midway in June 1942. Historically, this was a crushing loss and Japan retreated into defensive mode until the bitter end. But if you go on to win Midway, then you keep pressing onto Hawaii, etc. until a climactic battle near San Francisco harbor.
I did some research on the web about the various ship types. Most notably here: http://users.swing.be/navbat/edito/navi ... avires.htm
I realize that not all ships of the same class could take on submarines or aircraft as well as others, but for the "sake of the game" I gave each type of unit strengths and weaknesses with a certain 'rock-paper-scissors' symmetry that is also present in the first game.
1. SUBMARINE
cost: 10
move: 2
vs submarine: NORMAL attack
vs destroyer: WEAK attack
vs cruiser: NORMAL attack
vs aircraft carrier: STRONG attack
vs battleship: STRONG attack
They are cheap to deploy and quite effective against larger ships. But they are vulnerable to the smaller ships' anti-sub tactics. They also possess no anti-aircraft capabilities.
2. DESTROYER
cost: 10
move: 2
vs submarine: STRONG attack
vs destroyer: NORMAL attack
vs cruiser: WEAK attack
vs aircraft carrier: NORMAL attack
vs battleship: WEAK attack
This smaller ship is the mainstay of the navy to protect the larger warships from enemy submarines.
3. CRUISER
cost: 20
move: 3
vs submarine: NORMAL attack
vs destroyer: STRONG attack
vs cruiser: NORMAL attack
vs aircraft carrier: STRONG attack
vs battleship: NORMAL attack
vs bomber: WEAK attack
A midsize ship with strong attack capabilities.
4. AIRCRAFT CARRIER
cost: 30
move: 1
vs submarine: WEAK attack
vs destroyer: NORMAL attack
vs cruiser: WEAK attack
vs aircraft carrier: NORMAL attack
vs battleship: WEAK attack
vs fighter: NORMAL attack
vs bomber: STRONG attack
These are crucial for establishing air superiority in the sea. The number of air units that can fly out is determined by the number of aircraft carriers you have (plus one). Due to their large size, they can absorb two hits before they are sunk.
5. BATTLESHIP
cost: 30
move: 3
vs submarine: WEAK attack
vs destroyer: STRONG attack
vs cruiser: NORMAL attack
vs aircraft carrier: STRONG attack
vs battleship: NORMAL attack
vs fighter: WEAK attack
vs bomber: NORMAL attack
These colossal warships have impressive offensive capabilities (though vulnerable to submarine attacks). They can also absorb two hits before they are destroyed.
6. FIGHTER
cost: 10
move: *
vs fighter: NORMAL attack
vs bomber: STRONG attack
They are not deployed on the screen but are rather hidden on the respective player's side of the screen. When they attack, they fly a random path to the other side to attack other air units. They attack other fighters first, and when those are eliminated, they then attack bombers. The maximum number that can fly out to attack is determined by the number of deployed aircraft carriers (plus one).
7. BOMBER
cost: 20
move: *
vs submarine: WEAK attack
vs destroyer: STRONG attack
vs cruiser: NORMAL attack
vs aircraft carrier: NORMAL attack
vs battleship: NORMAL attack
These are deployed in the same manner as fighters, however when they fly their random flight path from one side of the screen to the other, they do not attack other air units but rather enemy naval ships. The maximum number that can fly out to attack is determined by the number of deployed aircraft carriers (plus one).