Sea Power

Sea Power

Boris Oct 30, 2024 @ 3:15pm
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DYNAMIC CAMPAIGN INFO
Here are the detailed insights shared in the interview about the dynamic campaign in Sea Power: https://youtu.be/n5xmAgoplKU




Dynamic Campaign in Sea Power


Origins and Design

The dynamic campaign was envisioned as early as 2019. Initially, it drew inspiration from the system in Atlantic Fleet, but the current version is far more ambitious and immersive. The team first attempted a turn-based approach, tested on a printed map to simulate movements and battles, but this model proved too limited. They quickly pivoted to a real-time campaign engine to provide a smoother simulation and a more immersive experience for naval operations.

Structure and Objectives

The campaign is designed to provide context for battles, with each action influencing subsequent events. Unlike linear scenarios or missions in sequence, which limit replayability, the dynamic campaign makes every decision significant and lasting. Resources, such as ammunition and units, must be managed carefully because losses and resource exhaustion can affect future operations.
The goal is to create a realistic simulation of naval warfare, where conflicts at sea reflect underlying political decisions and land conflicts.

Campaign Mechanics and Strategic Models

The team takes inspiration from classic games like Great Naval Battles and Task Force 1942, structuring the campaign around fleet management and strategic planning. Players will decide on unit missions (e.g., convoy escort, specific area patrols) while managing available resources.
Strategic reconnaissance is a key focus. Unlike games where each interaction automatically triggers a tactical battle, Sea Power aims to avoid unwanted interruptions, such as those caused by simple reconnaissance planes, to ensure a more seamless gameplay experience.

Dynamic Events and External Factors

The campaign will feature a dynamic event system that influences operations. Player decisions, losses, and victories in battles will affect future orders and can trigger reactions from the AI opponent, thus creating scenarios that require real-time adaptation.
The game will also incorporate random strategic-level events, simulating political or military incidents that can shift priorities in naval operations, enhancing realism and tension.

Hierarchical Management and Command Framework

Players take on the role of a high-ranking commander, receiving orders from fictional superiors. The hierarchical system adds a layer of subordination, simulating the military chain of command. This means that assigned missions may be changed or interrupted by higher-level orders as the strategic situation evolves.

Future Developments and Modularity

The campaign is designed to be modular, allowing the game framework to be adapted to other theaters of war, such as the North Atlantic or the Mediterranean. Additional campaigns could be added later (e.g., the Falklands, 1960s Cuban Missile Crisis), possibly including new units via DLC.

Availability and Ongoing Development

The dynamic campaign will not be available at the Early Access release. Its development will continue to ensure a smooth and bug-free experience, avoiding turning players into inadvertent testers. It will integrate more advanced systems for strategic detection and force management, with the team working to balance complexity and playability.
Last edited by Boris; Oct 30, 2024 @ 3:16pm
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Wenatchee Willie Oct 30, 2024 @ 4:07pm 
Truly visionary.
The author of this thread has indicated that this post answers the original topic.
Triassic Games  [developer] Oct 31, 2024 @ 12:55am 
Thank you for putting that together!

/Martin
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Date Posted: Oct 30, 2024 @ 3:15pm
Posts: 2