Design Documentation
By Nicholas Edwards
Created as part of the project titled: What is the Nature of the Psychological
Game Concept......................................................................................................................................... 4 Introduction ........................................................................................................................................ 5 Genre .................................................................................................................................................. 6 Target Audience .................................................................................................................................. 6 Platform Specifications ....................................................................................................................... 7 Core Gameplay........................................................................................................................................ 8 Aims .................................................................................................................................................... 9 Main Campaign ............................................................................................................................... 9 Objectives ........................................................................................................................................... 9 Main Campaign ............................................................................................................................... 9 Rules .................................................................................................................................................. 10 Main Campaign ............................................................................................................................. 10 Stages ................................................................................................................................................ 11 Strategic-Level Gameplay ............................................................................................................. 11 Operational-Level Gameplay ........................................................................................................ 24 Tactical-Level Gameplay ............................................................................................................... 53 Actions .............................................................................................................................................. 70 By Units ......................................................................................................................................... 70 Building and Scenery Actions ........................................................................................................ 73 Behaviours ........................................................................................................................................ 74 Basic .............................................................................................................................................. 74 Psychological System .................................................................................................................... 75 Psychological Factors List .............................................................................................................. 84 Interaction Between Factors......................................................................................................... 89 Tactical Events............................................................................................................................... 94 Operational Interaction Events ................................................................................................... 109 Tactical Interaction Events .......................................................................................................... 113 Strategic Events........................................................................................................................... 114 Moves.............................................................................................................................................. 118 Player Moves............................................................................................................................... 118 Actors .............................................................................................................................................. 119 Sides ............................................................................................................................................ 119 Combat Units .............................................................................................................................. 122
Combat Weapons........................................................................................................................ 140 Buildings and Scenery ................................................................................................................. 149 Other ........................................................................................................................................... 152 Modes of Play ................................................................................................................................. 152 Campaign Mode .......................................................................................................................... 152 Skirmish Mode ............................................................................................................................ 152 Basic Training .............................................................................................................................. 153 Health Management ....................................................................................................................... 153 Navigation ....................................................................................................................................... 155 Operational Map ......................................................................................................................... 155 Mini-Maps ................................................................................................................................... 155 Overview Maps ........................................................................................................................... 156 Objective Points as Navigation ................................................................................................... 156 Interface .............................................................................................................................................. 157 HUD ................................................................................................................................................. 158 Operational Map ......................................................................................................................... 158 Tactical Map ................................................................................................................................ 165 Menus ............................................................................................................................................. 169 Main Menu.................................................................................................................................. 169 Game Set-Up ............................................................................................................................... 175 Multiplayer Game Set-Up ........................................................................................................... 177 Pause Menu ................................................................................................................................ 178 Screens ............................................................................................................................................ 180 Operational Map ......................................................................................................................... 180 Levels................................................................................................................................................... 181 Operational Map ............................................................................................................................. 182 Level Overview ............................................................................................................................ 182 Sectors......................................................................................................................................... 183 Concept ....................................................................................................................................... 184 Starting and Reinforcement Points ............................................................................................. 186 Tactical Maps .................................................................................................................................. 186 Geography ................................................................................................................................... 186
Game Concept
Introduction
Indirect Strike is a strategy game that aims to signify the importance of the psychological element of conflict and the way in which an operational commander shall be affected by its influence across all three levels of war1. The game utilises a new approach to representing the psychological impact upon conflict through game mechanics by using the concept of fuzzy logic2 as a basis, allowing for the inherent unpredictability of psychology to be managed in a way that reflects how it is done so in reality, though natural language3. By using language and not numbers to feedback to players the psychological status of their units and other indicators, the tone used in reality has been captured and a system created that a player can easily discern.
Players shall experience the impact that psychology has upon warfare through the role of an operational commander during a modern-day NATO intervention of a Middle Eastern nation, the OpFor, taking the role of either of these entities during the campaign. The player must carry out their sides assigned strategic goal by defeating their opponent through Tactical-Level battles and softening them beforehand using Operational-Level concepts such as airpower and PSYOPs. Players must be prepared though for the influence of both them and their opponents mental state, in the vulnerability it may cause to the tactical units that they utilise or the quick changes in political and public opinion4, which may lead to shifting strategic objectives.
Psychology was shown to be a prominent issue over all levels of warfare (p.76). Fuzzy logic was suggested by the study to be a possible new approach to representing psychology in wargames (p.160-168). 3 The nature of psychology has a strong link with the use of vague language to describe it (p.13). 4 The impact of political and public opinion is crucial to implementing Clausewitzs trinity in strategy (p.100109).
2
Genre
Indirect Strike is both a turn-based strategy and a real-time tactics game5. When playing at the Operational-Level, the player shall be manoeuvring their companies around a grid-based map of the OpFors nation, moving from one grid-space to another in a turn-based fashion.
However, when the two sides contest the ownership of a grid-space on this map, this dispute shall be settled by combat during a real-time Tactical-Level battle, where the player is free to move their unit around the level as they wish.
The two types of gameplay interact so that the Operational-Level gameplay acts as a set-up and consequence for the real-time battles that result from turn-based gameplay.
Target Audience
The main target audience of Indirect Strike shall be those who already have an interest in the strategy genre, both real-time and turn-based, but more specifically those who are fans of series like Close Combat and Total War6. Both of these titles utilise multiple levels of war, a mix of turn and real-time strategy, and a heavy integration of psychology in their game mechanics and Indirect Strike may offer a new take on this formula, using its unique system as a selling point.
67
Inspired by the gameplay of Close Combat III (p.125) and Total War: SHOGUN 2 (p.138). This also links back to their role in the games inspiration.
Platform Specifications
Indirect Strike shall be a PC exclusive, not just because of the nature of the control scheme, but also to match the target audience of Close Combat and Total War7, both of which are PC-exclusive titles and have shown the main interest in a game of this type to exist on this platform.
Core Gameplay
Aims
Main Campaign
The main aim of the game is for the player to defeat their opponent by accomplishing their own main aim before their opponent achieves theirs. Side NATO Main Aim Achieve their assigned objective before they reach their Culminating Point Stop NATO from achieving their assigned OpFor objective by forcing them to reach their Culminating Point
Objectives
Main Campaign
To achieve their aim both sides must confront each other at the Operational and Tacticallevels of gameplay, defeating their opponents military forces, while capturing, or defending, the key objective points of that game. Each games objectives shall be different depending on the strategic goal assigned to the NATO player (See Objectives under Strategic). Influencing the progress towards this strategic objective are the strategic variables that represent public and political support for the campaign, which if compromised may result in a changing of objective or termination of the campaign itself8.
The utilisation of the public and political factors was shown useful in gameplay to properly represent Clausewitzs trinity (p.144-145).
Rules
Main Campaign NATO victory If the NATO player reaches their objective If the OpFor player reaches their Culminating Point If the OpFor player loses 2/3 of their military forces If the OpFor players capital is taken
OpFor victory If the NATO player reaches their Culminating Point If the NATO players loses 2/3 of their military forces
Stages
Gameplay is split into three stages, each based upon the three levels of war, all of which having an influence on the actions above and below themselves.
The Strategic-Level acts as the main overhead to the players actions and serves to recreate the influence the factors at this level have on the progress of war at the Operational-Level and bring the Clausewitzian Trinity to gameplay9. As a result, the player must base their plans around their strategic status and prepare for the possibility that this may change in ways based on their actions, or in ways out of their control. For example, low public support for the operation will require a far swifter and bloodless campaign in order to achieve victory before this factor takes its toll on political will.
Each player can see the status of the strategic-level factors for both themselves and their opponent, allowing for players to identify their opponents strategic Centre of Gravity and plan around this fact, while also defending against their own in the knowledge that their opponent will be doing the same. These factors shall be fed back to the player through verbal statements, allowing for a clear and easily understood picture of the situation to be given10 (See Strategic Interaction under Behaviours for mechanic details).
10
Impact of Clausewitzs trinity on strategy (p.100-109), and need to apply in gameplay (p.144-145). Verbal statements were shown in Close Combat III (p.129) and Total War: SHOGUN 2 (p.146) to allow for more natural clearer feedback. By using verbal methods of feedback the nature of psychology may be brought to gameplay (p.13-14).
Strategic-Level Factors:
Political Will The factor of Political Will 11indicates the current level of support for continued operations within the government. Lower levels of political backing for the campaign will quickly result in the secession of operations and is primarily judged upon the current Time taken during the campaign and the level of Public Support.
11
Public Support
The Public Support12 factor represents the current backing by the population of the players side for the continuing of operations. As the support for the campaign by the public drops, pressure will start to be exerted upon the level of Political Will and can bring about sharp changes in how quickly operations must be wrapped up. The factor of Public Support is based upon the amount of Time taken and the overall level of casualties.
12
These are factors are within the players hands and are decided by events at the Operational-Level (See Operational-Level gameplay).
Casualties Casualties represents the current amount of units lost in combat, either through being killed or captured for that side, and shall have a large effect on the Public Support for the operation.
13 14
Verbal statements used to match feedback with that used for psychology.
Time Time roughly signifies how many turns have passed so far since operations began and will be a major determinate toward continuing Public Support and Political Will for the campaign. Situation Statements14 Very Short Short Average Long Very Long
Measuring Variables
(See Strategic Interaction under Behaviours for the mechanical details of the interaction between these factors, along with the numerical ranges that each statement consists of.)
Strategic Objective
The players Strategic objective reflects the end goal the politicians have set as what for them is the successful conclusion to operations and when victory may be announced.
For the OpFor player this goal will always be the same: OpFor Strategic Objective Force NATO to reach their Culminating Point
For the NATO player a variety of objectives may be assigned to them. The exact objectives given shall be decided in the pre-game setup (See Pre-Game Setup below).
NATO objectives are split into the two categories of Critical, Major, or Minor objectives, either of these categories may be used as the source of the initial objective, but are divided as to allow for the Mission Creep mechanic.
Mission Creep
The NATO player must always be wary of Mission Creep, that is when a more minor objective has been completed, or is close to, the goals may change to a major objective based off current successes. For example if a Counter-Invasion objective has been completed while Political Will is High or Very High, then the goals may change to an Overthrow or even an Occupation.
Similarly, if the Political Will moves down to a Low or Very Low level, then there is a chance of a major objective dropping to a minor one.
Critical Objectives Occupation The OpFors nation is to be invaded and Description occupied by NATO forces after a breakdown in their relations with Western nations. Occupy the OpFor nation through capturing all of their cities (See Levels). Can Drop To Starting Political Will Real-World Reference Overthrow Very High 2003 Invasion of Iraq
Aim
Major Objectives Overthrow The OpFors political leadership have been branded criminal and is to be Description overthrown by NATO forces, though the political environment does not suit the issues of occupation. Capture the OpFor nations capital city Aim (See Levels) or wait for the opponent to reach their Culminating Point. Can Creep To Can Drop To Starting Political Will Occupation Destruction of Military Capabilities High
Real-World Reference
Minor Objectives Counter-Invasion The OpFor have invaded one of their neighbours, an oil-rich nation friendly to Description Western governments. NATO must drive them out of that country, operating in either the friendly or OpFors territory. Destroy, or force to exit, all OpFor units currently within the invaded neighbour Aim and change all OpFor-controlled sectors in that state to NATO-controlled (See Levels). The NATO player is not allowed to enter, Restrictions and therefore occupy, any OpFor cities with ground forces. Can Creep To Starting Political Will Real-World Reference Overthrow Medium 1991 Gulf War
Destruction of Facilities The OpFor side is believed to be manufacturing chemical agents, Description disrupting the balance of power in the region. NATO need to capture or destroy all these facilities to ensure this threat is removed. A Weapon Facility building will be present in 4-6 random sectors on the Aim map (See Levels). These buildings must be destroyed, or the sector they are placed within captured by NATO. The NATO player is not allowed to enter, Restrictions and therefore occupy, any OpFor cities with ground forces. Can Creep To Starting Political Will Overthrow Medium 2007 Israeli airstrikes on Syrian nuclear reactors during Operation Orchard
Real-World Reference
Destruction of Military Capabilities The OpFor nations military capabilities Description have been seen to be a threat to the neighbouring region and as such shall be reduced through NATO intervention. Destroy 2/3 of the OpFors units, or force Aim them to their Culminating Point, whichever comes first. The NATO player is not allowed to enter, and therefore occupy, any OpFor cities. Can Creep To Starting Political Will Overthrow Medium Originally stated aims of the NATO intervention in the 2011 Libyan Civil War.
Restrictions
Real-World Reference
Failure
OpFor Loss If the NATO player reaches their objective If the OpFor player reaches their Culminating Point If the OpFor player loses 2/3 of their military forces If the OpFor players capital is taken
NATO Loss If the NATO player reaches their Culminating Point If the NATO players loses 2/3 of their military forces
Lesser Victory
A Lesser Victory may be achieved by NATO if they succeed in a completing a minor objective, but had originally aimed at a major.
Similarly, a Lesser Loss will be attained by the OpFor if they force NATO into accepting a minor objective despite originally aiming at a major.
Culminating Point
The Culminating Point may be reached by a player when their Political Will moves into Low or Very Low, resulting in a chance of operations ending at the start of each turn under this condition, based upon how many turns this has been at this stage for.
Chance of Reaching the Culminating Point When Political Will is Low Turns 2 3 4 5 6 7 8 9 10 Chance 10% 20% 30% 40% 50% 60% 70% 80% 90%
Chance of Reaching the Culminating Point When Political Will is Very Low Turns 1 2 3 4 5+ Chance 10% 25% 50% 75% 90%
Any turns spend at Low shall be /2 and added to this turn amount
Strategic Events
At the start of each turn there is a chance that a Strategic Event may take place that will affect the status of the Strategic Factors, either individually or both of them. These can have a range of effects that may influence the Strategic factors positively or negatively, dependant on the event itself.
These Strategic Events represent the strategic unknown unknowns in an operation that are out of the commanders control, but must be prepared for and planned for anyway, mostly in how to counter their effects or take advantage of unexpected advantages15.
(See Behaviours for details on Strategic Events and how they may influence the Strategic factors.)
The Strategic Objective for the NATO player will be chosen during the Game Set-Up (See Menus). The player may either choose an objective to play-out, or allow the game to pick one at random.
Political Will NATO The Strategic Objective that has been chosen during the set-up of that current game shall determine the starting point for Political Will.
15
Aims to bring into gameplay Clausewitzs concept of friction (p.12) and chance into gameplay (p.15).
OpFor The OpFor sides Political Will may either be chosen during the Game Set-Up, or left to be picked at random.
Public Support The level of Public Support may be specifically chosen for each side during the Game SetUp, or may be randomised for one or both of them.
The Operational-Level of the game is where players will put their governments strategic objectives into action, carrying them out using the military means at their disposal. To achieve their assigned aim, players must manoeuvre their Companies around a map of the Operational-Sector with the aim of capturing important objectives on the map, controlling strategically important positions and defeating the opponents own Companies in combat.16
Turn Structure
Gameplay at the Operational-Level is conducted in a turn-based fashion and follows a set process that dictates the order in which players make their moves for that turn.
16
Applying Operational-Level concepts was seen as critical to understanding the manipulation of psychology in war (p.76-98).
Event Stage
The turn starts with an update, if needed, of the state of the strategic factors or the appearance of any Strategic Event (See Behaviours).
Stage 1
Next, any PSYOP actions (See PSYOPs) are executed, followed by any Airpower Missions (See Airpower) scheduled. Once these have all taken place then any change in the Psychological Vulnerability Level of each Company will appear above their icon on the Operational Map (See Interface).
Action Stage
Stage 2
The player must now complete any actions they wish to take for that turn, such as manoeuvring units, changing their combat state and conducting any Operational Actions.
Execution Stage
Upon completing their actions for that turn the player must Execute their actions, playing out the effects caused by the actions taken in that turn.
Stage 3
The player shall now see the actions that both them and their opponent have ordered for that turn on the Operational Map as units that need to move are done so, sectors change ownership and confrontations are specified from a joint presence in a sector.
Combat Stage
Stage 4
Any resolutions needed, in terms of direct combat that has been initiated from actions in the Execution Stage or left over from the last turn, are now played out if necessary (See Tactical-Level).
Stage 5
The Operational Map Overview
When all Tactical-Level actions are complete for the turn gameplay shall move to the next turn.
The Operational Map consists of all the territory of the OpFors nation and their bordering two neighbours, all of which may from part of the theatre of operations. The exact side of the Operational Map shall depend on the NATO objective, but shall always include the OpFors nation and NATOs jump-off nation, whichever one this may be, but will only contain a second in scenarios like Counter-Invasion (See Levels for details).
This map is split into a number of smaller sectors, each of which indicate the points at which companies may be placed or objectives, facilities and cities may be placed. These sectors also determine where tactical battles may take place, each one corresponding to a different map for Tactical-Level gameplay.
Company Start-Points
(See Levels for details of starting points for NATO and OpFor units at the start of each game under the different scenarios). Nicholas Edwards Indirect Strike www.nicholascedwards.co.uk 26
Company Types
Three different Company types make up the players forces at the Operational-Level and each different one has a different selection of units to use at the Tactical-level (See for details on this make-up). Each Company is off one of these three types and its category shall be indicated on the Operational Map with an icon representing this (See Interface).
Infantry
These companies will be made-up mostly of Infantry-units (See Actors) and are designed to be of better use in difficult terrain or as follow-up units. However, these units will struggle in open terrain, especially if facing an armoured Company.
Armour
Armoured companies will consist typically of the players heavier armoured units (See Actors) and are best used to break-open holes in the opponents lines, but will struggle in difficult terrain, especially if Infantry-units using the rough ground as cover occupy that terrain.
Artillery
At the Operational-Level Artillery units offer a specialised role. When they are located in a sector, they offer an Artillery-Barrage combat support attack to other friendly companies in combat (See Tactical-Level for details). This umbrella extends up to two neighbouring sectors from the sector the Artillery unit currently sits in and is available to these units as long as this remains in place.
Artillery Umbrella:
Sector containing Artillery Company Neighbouring sector that may receive artillery support Sectors outside the Artillery Companys support range
However, Artillery units can only offer a token defence if attacked directly in combat and as such should be kept out of reach of enemy units as far as possible.
Company Reinforcement
Both the player and their opponent shall receive reinforcements to their company numbers as the name progresses, both from reserves and from replacements to destroyed companies.
Appearance of Reserve Companies One of Each Type After 3-6 Turns Within Reinforcement Zones (See Levels)
Appearance of Reinforcement Companies After the Destruction of a Company A Single Company May be Replaced 1-3 Times After 2-4 Turns Within Reinforcement Zones (See Levels)
Each Company shall have a Psychological Vulnerability Level that acts as feedback for the player in how likely to break mentally a Company is, based upon their average psychological state (See Behaviours for calculation).
Selecting a Unit
A Company under the players command may be selected simply by scrolling their mousecursor over that Companys icon the Operational Map and left clicking it. Once a unit has been selected, several options are open to the player to what they wish to do with that unit. Alternatively, to de-select a unit the player must simply select another unit or a sector itself.
Unit Information
When a unit is selected an information box will appear in the bottom-left corner of the screen (See Interface) displaying the following information on that unit, specifically those that will help the player plan the course of that unit (See Interface for details).
Movement
With a Company selected, the player may move that Company to another part of the map by simply right clicking on the sector that they wish to move that unit into.
Players may only move a unit a sector that fulfils the following requirements. Any sector that currently does so shall be highlighted green while that unit is selected.
Conditions That Allow Movement By A Unit Into A Sector If the sector the player wishes to move that unit into neighbours the one that it is currently occupying. If the sector to be moved into does not already contain one of the players units, unless that unit is scheduled to move that turn. If another unit has not already been ordered to move into that sector this turn.
In addition, if the unit the player wishes to move is engaged in combat for that turn, they may only be moved into a sector currently under friendly control.
To cancel this movement before Executing that turn the player must simply just right-click on the sector that the unit currently occupies, to cancel all movement, or right-click on another eligible highlighted sector. If a cancelled movement would forbid any other movement, these other movements shall also be cancelled.
Combat States
The player may select a Combat State for each Company, allowing them to be best prepared for oncoming events by mentally and physically setting their troops up for what their purpose is within the current plan. Correct choices here can act as a crucial catalyst to victory, but an incorrect one may leave the Company unprepared and vulnerable.
Players may set their desired combat state for the selected unit through the Unit Information Box of that unit, here there will be a drop-down box labelled Combat State (See Interface). By left clicking on the arrow by this box, a list will appear scrolling down from the bottom of this box and revealing all the options available to the player. By left clicking one of the options available, this list will close and the option selected will appear
on the Combat State box. This selected option will now be the new combat state of that unit and will take effect for the next turn; until then the previous combat state will still be active. There are three combat states available to choose from and apply to a Company: (See Behaviours for mechanical details) Offence When set to Offence, units will be prepared to go on the attack and as a result, they will move forward with more conviction. However, if attacked themselves they will suffer more mentally and break easier.
Defence When in Defence, units will be primed to be attacked by enemy units and will have defensive structures in place ready to meet them (See Buildings under Actors). Furthermore, if attacked, units will hold their position better as the impact has been expected. However, if asked to go on the attack, units in Defence shall break easier and be more likely to fall back.
Rest Units asked to Rest will ordered to not expect combat and to therefore recuperate instead. This state is vital to refreshing units after combat and the player should ideally conduct this for 1 turn after 3-5 turns in another state, as a method of lowering the exhaustion17 effect on their troops. However, if this unit is attacked while in a state of Rest, they will be totally unprepared and break easily, a factor not helped by the fact that the player will lose their ability to position their units before combat. Instead, units are spread out randomly on their side of the Tactical Map. As a result, a player wishing to Rest a Company must make sure that unit is behind the frontline before enacting this.
17
The impact of exhaustion was shown to be a major part of the psychological impact on combat (p.54-56.).
Selecting a Sector
A sector may be selected by the player through left clicking the sector required by placing the mouse cursor over its location on the Operational Map. With that sector selected, an information box will appear in the bottom-left of the map (See Interface for details).
Combat Initiation
When two units of opposing sides share a sector on the Operational Map, either through the movement of one into a sector occupied by their opponent or due to both units moving into the same sector simultaneously, then a direct combat confrontation will take place between the two. Any actual combat will then place at the Tactical-Level (See Tactical-Level for details).
Battles will take place in order from the sector that is south-west-most to the north-eastmost on the Operational Map (See Levels), each highlighted white to show that a battle will take place there (See Interface). Each of the sectors in which combat shall take place will be focused upon individually in order, the player will be asked to confirm the start of the battle through the Battle Confirmation Box (Also see Interface). Once they select OK then the game will move to the Tactical-Level battle stage.
Locating enemy units on the Operational Map shall be an important part of the players planning, and will help guide them when manoeuvring their units. For both players if a unit is in a neighbouring sector then its location will appear on the Operational Map as long as it remains within this range.
Sector containing a Company Neighbouring sectors that enemy units shall be spotted within Neighbouring sectors that enemy units shall not be spotted within Outside of this range then this detection rate will depend on the side in question.
The NATO player has the advantage of constant satellite imagery and as a result will constantly be able to see a large percentage of the opponents units wherever they are. Amount of OpFor units visible to NATO players at the start of each turn. 90-100%
As a result the OpFor side will have little chance of surprising the NATO player and must instead hope that a unit may have fallen into this 10% margin of error.
For the OpFor players own detection rates, they must rely on their land-based radar systems to detect enemy units. These radars are Key Buildings (See Actors) that exist on the Operational Map and work under the basic principle that the more the OpFor are in control of, the more NATO units they can see. If any of these Radars are destroyed or captured their detection-rate will drop and the OpFor will slowly become blind to NATO attacks.
Therefore, it becomes crucial to OpFor players to hold onto their Radar structures if they are to pre-empt the NATO players actions. However, it must also be noted that these Radars have no benefits to the NATO player, and as such, destruction will be just as beneficial as capturing.
At the start of each game, sectors will be divided between the two sides, dependent on the NATO Strategic Objective the game started with.
NATO players will always start in control of NATO Controlled Sectors at the Start of the Game the sectors under their Jump-Off Allied State (See Levels). Sector Colour Shade Blue
The OpFor player though shall control all of OpFor Controlled Sectors at the Start of the Game the sectors within their nation, plus those of the Invaded Nation if the scenario requires it (See Scenarios under Strategic). Sector Colour Shade Red
Any sectors of the Neutral states (See Neutral Levels) shall be blocked to entry from either side. Sector Colour Shade Grey
Change of Ownership
If a Company enters a sector that is not under the ownership of their side, and is not occupied by an enemy unit, then it and all the Key Buildings within it will transfer to the control of the side of the unit that entered it. This ownership will remain active until a unit of the opponents side enters, even if the friendly unit leaves the sector.
If two sides are currently sharing a sector, due to an on-going battle, then the sector will pass to Contested control, shaded grey, and disallowing the use of any Key Buildings in the sector to either side until this is resolved.
A sector will stop being Contested when either one side is defeated in the battle (See Tactical-Level for details) or one side leaves the sector.
Players win at the Operational-Level when they successfully achieved their governments Strategic objectives (See Strategic-Level for details on these objectives).
PSYOPs Overview
PSYOPs are actions designed to capitalise on your opponents psychological state, planting the seeds of doubt in their minds and spreading fear using non-violent methods. Players may utilise this technique in order to soften their opponent mentally, before attacking them physically18.
Use Players may use PSYOPs through the PSYOPs Menu located to the right of the Operational Map. Here the player has the choice of three types of PSYOPs to enact, each with different roles in their planning.
18
PSYOPs were shown to crucial way for an Operational-Level commander to manipulate the psychological factors of war (p.85-93).
Leafleting19 Leafleting allows a player to bring their point to their opponent physically through the dropping of leaflets on their positions. The effect is concentrated on a single Company of the opponent, allowing the players PSYOPs to be far more focused towards them, delivering a far more powerful effect as a result20.
However, this focus means that the player may only distribute this PSYOP to individual sector, rather than the wide-ranging result of Broadcasting, and is far more expensive to enact due to its physical nature and the fact that it must be brought-in by air21. If the player wishes to use Leafleting they must in possession of an Airfield 22building somewhere on the Operational Map.
To use Leafleting, once the player has selected it from the PSYOPs Menu the players cursor icon will change to the Leafleting Cursor (See Interface). If they now left-click on a sector containing enemy units a box will appear asking the player is they wish to enact that PSYOP, if they click no then the PSYOP will be cancelled. If though they select yes, and if they have the resources to do so, then a Leafleting PSYOP campaign will be employed on the sector during the next turn alongside other airpower actions (See Airpower for details).
19 20
Leafleting is another basis for PSYOPs to be developed upon (p.86-88). Due to their physical nature, Leafleting was shown to be more powerful than other methods of developing a PSYOPs campaign (p.87). 21 The narrow focus and cost were identified as a critical issue with Leafleting (p.87-88). 22 Leafleting is a method that requires airpower to deliver upon an opponent (p.87).
Broadcasting23 With Broadcasting, the player may spread their message to their opponent through the airwaves using the radio facilities of a broadcasting station. The effect is spread over the entire operational area, allowing the player to quickly enact a psychological effect over all their opponents troops, while also being very cheap to enact24.
However, the effect is much weaker due to this spread as the message has not been concentrated on a specific groups fears and situation25. In addition, this PSYOP may only be used once per turn.
To be able to deploy a Broadcasting PSYOP, the player must be in control of a Broadcast Station building somewhere on the Operational Map26.
If the player wishes to utilise Broadcasting then they must first select it from the PSYOPs Menu. Once this has been done a box will appear asking players if they wish to enact this PSYOP, if they left-click no then its use will be cancelled, however if they left-click yes and have the resources available then that PSYOP will be enacted at the beginning of the next turn.
Effect
The effect of a PSYOP action by the player is dependent on both the Psychological Vulnerability Level of the Company targeted and the actual PSYOP that was used. Each output has an effect then on the Ideology and Fear/Courage 27 factors of the troops within that Company, dependant on the output achieved (See Behaviours for details).
23
Broadcasting was recognised as one of the key bases upon which a PSYOPs campaign may be based (p.8889). 24 One of the key advantages found of Broadcasting was its spread and cost in comparison to Leafleting (p.88). 25 Leafleting was found to be more powerful then Broadcasting (p.86). 26 The need for Broadcasting facilities was a noted requirement of the PSYOP (p.89). 27 Both the doubting of their sides objectives and the impression of fear upon them were seen to be key objectives to target at an enemy soldier in a PSYOPs campaign (p.91-92).
Feedback
Feedback to the player on the effect of any PSYOPs that they have employed shall be gathered through the update on each Companys Psychological Vulnerability Level at the beginning of each turn (See Turn Structure). This feedback should allow players to quickly understand the impact of the PSYOP that they have deployed for that turn, seeing directly how much it affected their opponent mentally and at a point where they may now factor it into their planning for their next turn28.
Resources
Players use of PSYOPs is managed by their PSYOP Resources value, which denotes how much they currently have to use on PSYOP actions that current turn29. Each PSYOP has a different expenditure and thus the player must balance their use carefully. Any unused PSYOP resources at the end of the players turn will be carried over to their next turn, allowing players to save-up for a concentrated psychological attack.
PSYOP campaigns take time to set-up, so resources given to the player shall start low, but will increase with each turn. Players are given a set number of resources each turn to use that add on top of any remaining resources given to the player in the last turn. This gradient means that players have an opportunity to nip their opponents PSYOP capabilities at the bud before they can make proper use of them through the destruction of buildings needed for them, causing players to target these buildings as a priority at the beginning of new games30.
Feedback on the psychological state of units was a common point raised in Methodology 1 as such this concept aims to make it is as well delivered and common as possible. 29 Different PSYOPs were shown to have differing costs and as such, some system of resources is needed to replicate this (p.85-90). 30 The targeting of PSYOP producing facilities was shown to be a common objective in recent conflicts and so any system that encourages this will be key to bringing this element of conflict into gameplay (p.89).
28
Resources Given 1 2 3 4 5 6 7 8
PSYOP Cost
Exploitation
Using PSYOP techniques players have the chance to weaken their opponents units mentally, ready for when they face them in direct combat and able in move in knowing their opponent may not be up for the fight. They now have the opportunity to exploit this effect at the Tactical-Level 32(See Support under Tactical-Level for more details).
31 32
Leafleting was shown to be an expensive PSYOP basis for a campaign (p.87-88). Exploiting a PSYOPs campaign at the Tactical-Level is critical to its success and must be present if the nature of PSYOPs is to run over multiple levels of conflict (p.89-90).
For the player though that has been affected by PSYOP operations, the outcome will become a critical part of their decisions on unit placement and use. A unit with a high Psychological Vulnerability Level may be better placed by pulling them out of the line and replacing them with a fresher unit33. For the instigator though these psychologically units become weak-points on the opponents front-line, acting as sectors in which they can concentrate their assault and break through into their rear areas.
All-in-all if used well, both in concentration of the actions themselves and the actions to exploit them afterwards, a PSYOP campaign may be the deciding factor in how easily one player breaks through the lines of their opponent and ultimately defeating them.
Airpower Overview
Each player has the ability to utilise their militarys air-arm as a method of attacking enemy targets on the ground, adding another dimension to player tactics of softening up positions before attacking on the ground34. Airpower may also be used to target specific buildings present in the sector or to guard an area from intrusion by air or land. An airpower unit cannot change the ownership of a sector when it enters it.
How to Use
33 34
Combating exhaustion of any kind requires the ability to rotate units (p.56). Airpower was shown to be a major method of targeting an opponents mental state (p.93-98).
Selection
To use an Airpower Mission the player must first left-click on a sector with an airfield located on it on the Operational Map, once done so the Airpower Menu will appear on the right side of the screen.
Here the player will have the choice of a variety of Airpower Missions to execute (See Missions below for details) and the amount of that Missions resource left from that airfield (See Resources below for details). Once the player has selected an
Step 1
Airpower Mission to use the mouse cursor will change to that of Mission selected (See Interface), the player must select the sector they wish to use that Mission on by left-clicking on it.
Airpower is not subject to the same conditions on occupation as land units and as such may share a sector with a Company if wished so.
This is subject to current conditions, dependant on the Mission being used (See Airpower Mission below) in order to be valid. If the selection of sector is not applicable then the player is asked to select again.
Deployment
If the mission is valid (See Types below) and they have the resources for it (See Airpower Resources below), then once the player has selected the airpower mission they wish to use and the target they wish to aim it for, the route it has to take to do so will appear on the Operational Map. This will highlight in green any sector that exist between the airfield that the mission will start from and the sector the mission is being carried out in, in a
Step 2
straight line. If there are any threats on this route (See Threats below) then the sectors these exist in, or have an effect on, will appear highlighted in Yellow.
A box will then appear giving players the option on whether they wish to undertake the mission or not, selecting no will cancel it, while yes will confirm it. This gives players a chance to reconfigure the air mission if, for example, a threat appears on the route and they would rather take it out first, whether through airpower or land.
Execution
With the Airpower Mission set-up and confirmed that Mission will be executed at the start of the next turn (See Turn Structure
Step 3
for details). The player will then be shown, in order from southern-east-most sector to the northern-west-most sector, the physical results of the mission in the Airpower Mission Report menu showing the units killed and key buildings destroyed (See Interface). Any psychological effects may be judged through the new Psychological Vulnerability Level for each Company.
Mission Types Each player has three different types of Airpower Missions that they can use, these Missions last for one turn, apart from Guard missions, and must be reorganised on the next turn if wished.
Area Bombing With Area Bombing, the players air force will unleash their bombers to attack the sector in question, aiming to attack the enemys land forces or key buildings with great force, but also with inaccuracy. Attacks of this kind will have a much greater effect on the psychological factors of the soldiers than physical and as a result have a much bigger use in softening their opponents formations up than being a substitute for direct attacks. When selecting a sector to use this Mission on the player is limited to ones which either: Contain an enemy Company Dont contain any of their own Are not of the Urban category (See Levels)
Direct Strike By using Direct Strike, the player will command their air force to attack a specific key building (See Buildings under Actors) directly with the aim of taking it out for definite before it can be used, or stop this use prematurely. This action will have to be weighed up by players to whether they wish to destroy this building early, denying its use not only to the enemy but to them as well, or to capture, potentially allowing the opponent to make use of the building for longer but holding open the opportunity to make use of it themselves. If successful, the building destroyed will be removed from the map, both on the Operational Map and the Tactical battle. If an on-going battle is commencing on that sector at the time of the attack and units were placed inside the building in question, then these units will be killed. These Missions are carried out by multirole fighters, so if the sector selected is also occupied by enemy Interceptors, due to them using the Guard airpower, then these will appear as another target to attack, resulting in an air battle between the two (See Threats below). When selecting a sector to use this Mission upon when setting up the Mission another menu will appear next to the sector detailing what targets are available to attack on that sector showing: Any Key Buildings Enemy Interceptors (If available)
The player is limited to using this Mission on sector that has these buildings within them, as indicated on the Operational Map, and if there are none available in that sector then they will be asked to choose again.
Guard If the player instructs their air force to Guard, then they will be ordered to patrol a region on the map using their Interceptors. This will mean striking against any threat that enters this area, either by air through attacking any enemy airpower missions within its range, or by land, unleashing a small airstrike on any enemy companies that enter its range. Unlike other Missions, Guard will continue to be active until the player cancels it. To cancel this mission a player must simply right-click on the Interceptor icon on the sector in question (See Interface) and a box will appear asking the player to confirm. If they press no then it will continue, otherwise if they select yes then it will be cancelled from the start of the next turn. While acting as a defensive buffer between the opponent and vulnerable areas, this option may also be used to give a Company air cover as they advance forward. This mix should give players a good range of tactical uses for airpower other than simple strike actions on a target.
A Guard Mission is limited to sectors which are currently under the control of the player used it; however its range of effect may cover enemy-controlled areas and will strike them as normal. The range that Interceptors on this mission will strike within includes the sector it is currently placed on and those sectors that immediately surround that sector.
Sector containing an aircraft on a Guard mission Sectors that may be targeted the aircraft Sectors that cannot be targeted the aircraft
An Area Bombing Missions physical effect will be simulated after the execution of the Mission at the start of the turn. The destruction caused will be as followed:
Impact of Area Bombing on Units 5-30% of all enemy units within the sector NATO killed 5-20% of all enemy units within the sector OpFor killed
There are also a chance of taking out a Key Building currently in that sector (See Buildings under Actors):
A maximum of 3 key buildings may be destroyed in one Area Bombing Mission. There will also be the destruction of random generic buildings (See Actors) on the map, with the following range:
Generic Buildings Destroyed by Area Bombing Between 5% and 30% of map buildings destroyed.
An Area Bombing mission will also have an effect on the psychological state on the Company being hit. This effect is dependent on the Psychological Vulnerability Level of the Company in question.
Each output has an effect then on the Fear/Courage factor (See Behaviours for details) of the troops within that Company, dependant on the output achieved35.
Direct Strike
A Direct Strike Missions success will be simulated at the start of the turn it is being executed on with a simply calculation on this.
Chance That a Direct Strike Mission Shall Destroy its Target An 80% chance that the building in question will be destroyed.
The success of this, whether successful or not, will then be displayed in the Airpower Mission Report (See Interface) as well as any units killed as collateral if applicable.
35
Airpower has been shown to have a massive influence on enemy decisions to retreat (p.94).
Guard
The effect of a Guard mission will depend on the action taken, if any at all. If another aircraft is met during the mission then Air-to-Air combat will commence (See Threats below). This will always take precedence over any other action.
If a unit is present under the range of the Interceptors at the start of a turn then a ground attack will take place similar to that of Area Bombing, though far weaker, with destruction as follows:
Impact of Bombing of Units During a Guard Mission 5-10% of all enemy units within the sector killed.
Key Buildings cannot be destroyed through this type of attack. Furthermore, if more than one sector meets this requirement then one will be chosen at random for this assault.
A Guard mission will also have an effect on the psychological state on the Company being hit, the same as that done so during Area Bombing. This effect is dependent on the Psychological Vulnerability Level of the Company in question (See Behaviours).
If a sector has a Surface-to-Air Missile Battery located upon it, then there is the chance it may shoot an enemy aircraft out of the sky and will work in a similar way to Interceptors, except permanent (See Buildings under Actors for full details of use).
Interceptors
If two sets of Interceptors meet, either through a direct attack on one from another or by ones route colliding with the range of another during the start of the turn, then an air battle will commence between the two.
The result of this will be simulated and the result then presented in the Airpower Mission Report afterwards, with one side being destroyed. This will be judged on how the two sides met and their attack stat (See Aircraft under Actors).
If One Side Attacks the Other While They Are On a Direct Strike Mission Attackers Attack value is given a +2 bonus The side with higher value then has a 75% chance of success
If One Side Attacks the Other While They Are On a Guard Mission Attackers Attack value is given a +1 bonus The side with higher value then has a 70% chance of success
Resources Resource management for Airpower is limited to the amount of Missions an airfield can support per turn, this being the following:
This limit applies per Airfield and will be displayed next to the Mission name when the player selects an Airfield building. If this limit moves down to 0 then the player must either switch to another Airfield or change their plans.
Furthermore, if the player loses an aircraft on one of these Missions, that loss will be deducted off this amount for future attacks, but will be regained after an amount of turns since losing the aircraft.
As a result, the player with the most Airfields available to them will have the advantage when it comes to controlling the air around the operational area, as such the destruction or, ideally, capture of enemy Airfield is a crucial goal to gaining this advantage, or negating it to the opponent.
At the Tactical-Level players must now face-off against their opponent in direct combat, with Real-Time Tactical battles at a Company-sized level. These engagements aim to resolve any conflicts that have come about at the Operational-Level (See Combat Initiation under Operational-Level for why and Turn Structure under the same header for when).36
Units of the two companies that share this sector shall now be used for players to battle each other on the map set aside for that sector which they are currently fighting over (See Levels). Each player must control their units and defeat their opponents in order to claim this sector for their side.
End of Combat Combat may end due to one of the following scenarios occurring: Tactical Combat Resolution 1: Destruction of One Side If every unit under the command of one player has been removed from the battlefield, either through: Physical Destruction (See Health System). Fleeing the battlefield or surrendering (See Psychological System).37
Then the side whose units have been completely removed will be declared the loser and the other player the victor.
36
By allowing players the ability to complete at this level shall allow for the need for Tactical-Level exploitation of PSYOPs to be represented (p.89-90). 37 The addition of the ability for units to surrender was noted in various games during Methodology I
Tactical Combat Resolution 2: The Capture of all Objective Points on the Map by One Side If one side manages to capture every Objective Point on the map (See Objective Points below) then that side is declared the victor and the player without any Objective Points under their control the loser.
Tactical Combat Resolution 3: One Player Chooses to Flee If one player decides that it would be in their better interests to end the battle now to avoid further losses, they may make the decision to instead the flee the battle and give victory to their opponent.
To do this they must simply select the Flee button in the top-right corner of the screen, when done so they will asked to confirm if they would definitely like to do so (See Interface). If they select no then the battle will continue, however if they choose yes and the battle will finish.
Tactical Combat Resolution 4: Stalemate Each battle has a time-limit, which if reached, will finish the battle and declare the contest a draw.
10 Minutes 0 seconds
After-battle Once one of these conditions have been fulfilled, then combat ends and the victor and loser displayed, if applicable, along with a table of unit losses for each side in a Post-Battle Report (See Interface). Once this has been completed then gameplay will move back to the Operational-Level and begin the next turn (See Operational-Level and Turn Structure under it).
If there was a victor and loser of the battle, apart from a fleeing situation, then the victors Company will remain on the sector, while the losers will be eliminated from the Operational Map, unable to be used again. The sector that the battle took place on will also be changed to the control of the player who was the victor.
In the scenario that a player chose to flee, then the fleeing player is declared the loser and the other player the victor. Control of the sector will fall to the victor, with the losers unit being pushed into a neighbouring sector on the Operational map, this sector being one that is also already under their sides control and unoccupied by any other unit of either side. If a neighbouring sector like this does not exist then the unit will simply be eliminated instead and removed.
If the battle ended in a draw then both sides will continue to occupy the sector, if both are still doing so by the time of the Battle-Stage of the next turn, then combat will continue (See Pre-Battle Set-up for details on how this happens).
Type of Battle
There are two types of battle that may take place, dependant on how the actions of the two companies before the battle.
If one unit occupied the sector the battle is being fought on at the beginning of the turn and the other only moved onto during the Action-Stage of that turn, then the battle will be an Attack and Defence battle.
Here the unit that moved into the sector during that turn is designated the Attacker and the one who originally occupied the sector the Defender. The main impact on this is in the setup stage, as this will define the Start-Zone for each side (See Pre-Battle Set-up), also impacted will be the Objective ownership, with the Defender having control of all except one within the Attackers start-zone. Furthermore, if the Defenders Combat-State was in Defence (See Combat States under Operational) then Defensive Buildings (See Actors) will be placed along the defenders part of the map (See Levels for these locations on each map).
Meeting Engagement
If both sides move into the sector in question during the current turn then neither side will be classed as Attacker or Defender. Instead the battle will be set as a Meeting Engagement, whose main effect will be in the start-zones for each side (See Pre-Battle Setup).
When the battle first starts up each player will have the opportunity to layout their units on the map as they wish, in a way that will create the best starting point for their plans. They are free to place them as they like, but are restricted to a specific point on the map, this point is known as the Start-Zone and its size and placement will dependent on their side (See Levels) and the type of the battle being fought (See below).
By default all the players units will be laid out in a straight line in the middle of the StartZone, as far as the maps terrain allows, facing the direction of the opponent. Players may edit this by left-clicking any unit that they wish to move and then right-clicking the point that they wish them to start instead, this will instantly move that unit to this new position,
as long as it falls within the Start-Zone. If this right-click does not fall within the Start-Zone then instead the unit will turn and face this direction instead, allowing players to quickly adjust the way their units are looking.
Once the player is happy with their layout they may confirm they are ready to start the battle by left-clicking on the Start Battle button that it located at the top of the screen during this stage (See Interface). Until both players have done this neither one will be able to attack the other (See Unit Orders), move their units outside of the Start-Zone (See Movement), psychological factors will not activate (See Psychological System) or will they be able to use any Support option (See Support).
Start-Zone Sizes
Each map is split into four sectors which the Start-Zone may occupy (See Levels for these zones per map).
S I D E 1
Sector 1
Sector 2
Sector 3
Sector 4
S I D E 2
If the battle type is one of Attack and Defence then the Start-Zones will be split as such:
A T T A C K E R
Sector 1
Sector 2
Sector 3
Sector 4
D E F E N D E R
Here the attacker is given the first quarter of the map to place their units within, while the defender is allowed a full half. This should give defenders the opportunity of preparing a defence-in-depth, but also still allowing for a dead-zone between the two to give the attacker area to manoeuvre into.
Meeting Engagement
If the battle type is one of a Meeting Engagement then the Start-Zones will be split as such:
A T T A C K E R
Sector 1
Sector 2
Sector 3
Sector 4
D E F E N D E R
Here both sides are given two equal quarters to the map, allowing neither a territorial advantage, but also giving them a large dead-zone in which either side may use to take the initiative within. Battle-lines will most likely end up being drawn within this area, so a large amount of space will allow both sides to use this area to advantage and expand the amount of tactical options to each player.
Continuing Battle
If a battle is continuing from the last turn then this stage shall be laid out differently. Any units from the last turn will remain in the place they were at the end of the last turn; however any reinforcements (See Reinforcements) will still be able to be placed within the first quarter of each sides end of the map.
A T T A C K E R
Sector 2
Sector 3
D E F E N D E R
Battlefield
The Battlefield is defined as any area on the sectors map that gameplay is allowed to take place upon (See Levels for this point on each map). Units may not move into areas outside of the Battlefield area and any attempts to do so will be ignored (See Unit Orders). A fleeing or surrendering unit will immediately try to reach this border, the direction dependent on the action (See Actions).
Objective Points
Objective Points are parts of the map that may be captured by one side and taken control of, the main purpose of doing this being their role as one of the victory conditions (See End of Combat).
There are five of these points per map (See Levels for their layout on each map), and whose ownership at the beginning of the battle is down to the situation on the Operational Map. If the battle started on that turn then four of these points will belong to the side which had control of this sector at the start of the turn, the fifth starting under the control of the other side, and within their Start-Zone (See above).
To capture one of these Objective Points a player must simply place one of their units within the Capture Radius of one of these points that belongs to the opponent. This radius will be the same for every Objective Point and is equal to rough amount in real-world units:
If the players unit is placed within this radius of the point then it will change ownership to their side (See Actors for physical changes). If both sides have units currently occupying this radius then the ownership will simply fall to whoever has the majority of units within this radius. If there is an equal amount of units within the radius then ownership will remain under whichever was the current owner of the point.
Objective Points will also offer a psychological impact to the units of each side, who will judge their sides tactical position based upon how many Objective Points they control in comparison to the start of the battle (See Behaviours for details). Nicholas Edwards Indirect Strike www.nicholascedwards.co.uk 61
Unit Selection
To select a unit the player must simply left-click on that units avatar on the screen, this will highlight that unit and allow the player to interact with them through the Unit Order Menu, which will now appear at the bottom of the screen (See Interface and Unit Orders below).
To de-select a unit the player can either select another unit on their side or left-click on an empty part of the maps terrain.
To select a group of units the player has to simply hold-down their initial left-click and scroll away with the mouse. A box will how appear with the players mouse cursor in the corner and will stay active while the player has their left mouse held down. The player should now cover any units they wish to select with this box, any units under this when the player lets go of their left mouse button will now be selected as one group and able to be ordered as such.
Unit Orders
To order a unit, or units, players must first make sure they have selected what unit or units they wish to apply it to first (See above). Once this has been done then the Unit Order Menu (See Interface) will appear and allow interaction through the list of orders it gives the player to use.
To select an order from this menu the player must left-click on the icon for that order on the menu (See Interface) to activate it for use. Once they have done this then they must rightclick on the area of the map they wish to execute this order. The selected order will remain active after this until another order has been selected, thus allowing repeated orders to be Nicholas Edwards Indirect Strike www.nicholascedwards.co.uk 62
easily given. Furthermore, to prevent confusion when switching units, this selected order will remain so whatever unit has been chosen.
However, if a non-executed order is given (See below) then it will simply execute automatically on its original selection. Following this instead of remaining selected, the default order will instead be so. The list of orders available are as followed: Executed: (Default) Move/Attack The default order, this will be selected at the beginning of the battle and will be reverted to after an non-executed order. When selected the outcome of this order when executed on the map will depend on the unit selected and the point the order was executed at. If the execution was on an empty part of the maps terrain, then the selected unit or units will move to that point directly (See Actors for this range). This will be made clear to the player through their mouse cursor changing to the Move cursor (See Interface). However, if this was on top of an enemy unit, then the selected units will move into a position to attack upon those enemy units. The fact that this may be done will be shown through the switch of mouse cursor to the Attack cursor (See Interface). Finally, if this execution was placed on a Building, then the player will interact with the building (See Use of Buildings). If the position is Illegal, then the order will not be processed and instead the player will have to re-execute their order elsewhere. These points will be highlighted through the Illegal mouse cursor being shown (See Interface). The following locations count as Illegal selections:
Any place off the Battlefield (See Battlefield) If the location selected is currently occupied by a friendly unit
Covering Fire By ordering Covering Fire, the player will be asking the selected unit or units to fire upon a part of the map, without a specific target in mind, suing a mix of their primary and secondary weapons. If this point is outside the range of the unit or units weapons then they will directly move into a location where they are. The main purpose of this order is to allow the player to manipulate the games Psychological System (See Psychological System), through using suppressing fire to keep their heads down or force them to surrender, and factor this into their tactics when capturing different positions.
Non-executed Halt If the Halt order is selected then the unit, or units, will cancel whatever Executed order that they have been assigned, instead stopping at the point they currently are or withdrawing fire.
Psychological System
One of the key features of Indirect Strike is the impact of psychology upon the actions of units on the battlefield and forces the player to adapt to the fact that their units may flee or surrender due to unpredictable incidents during combat. However, the psychological influence on troops works both ways and gives the player an extra dimension in which they can defeat their opponent in combat38.
Numerous interconnecting factors determine a units overall psychological state, which interact with other and are affected by events both in battle or externally39. The PSYOPs
38
The ability to simulate psychology at the Tactical-Level shall be crucial to bringing in many of the identified factors of psychology into gameplay (p.20-74). 39 The factors evaluated in the report showed that they shall influence soldiers both before and during combat.
system aims to allow a player to create this external influence before entering battle, but this effect will also come from the overall strategic situation40.
The system not only aims to bring the nature of psychology to gameplay, but also to introduce the impact that such an element on the play style of those playing. By utilising the psychological system players may supress enemy units as part of a fixing force for a manoeuvre, or find the mental benefits to having the upper-hand as an incentive to capturing Objective Points on the map. Ultimately, however, such a system forces the player to not only focus their thinking on developing a set plan, but to improvise when events do not turn out as expected.41
Support Artillery-Strike
If the player is currently eligible for an Artillery-Strike (See Artillery under Operational) then they may opt to bring in an artillery attack as support, offering the chance to clear areas of the battlefield in preparation for an attack (See Actors for details on attack values and spread). This support may only be used once per battle.
If the player is allowed to use an Artillery-Strike then the Artillery-Strike icon will appear in the top of the screen (See Interface). By left-clicking this button the battles cursor will change to what of the Artillery-Strike cursor (See Interface), if the player then right-clicks an area of the map within the Battlefield (See Battlefield) then it will be marked for the artillery support to come down on that location. This artillery is indiscriminate and can also kill friendly units if left within the area being hit.
Psychology must be present over all three levels of war if its exploitation to be represented in gameplay (p.76). 41 These benefits were shown to be benefits of introducing psychology to gameplay in the conclusions made in Methodology I
40
Apart from only being available once per battle, there are also time-limits surrounding the use of artillery:
Time that must pass before an ArtilleryStrike may be used Time until the artillery will hit after being ordered
3 minutes
30 seconds
As a result, the player must seriously think before bringing in the artillery, while a correct decision could open up the enemy lines, a wasteful one, either through the careless use of the single support or through bad timing of the location choice, could leave the player without needed help when they really needed it.
Urban
If the level in question is of the Urban category (See Levels), then the use of artillery must be greatly considered. If a large number of buildings are destroyed in-game then there will be an impact on the Public Support42 factor at the Strategic-Level (See Strategic Level for details on this factor and Levels for details on the impact of urban destruction.
Loudspeakers
If the player has used a PSYOP in that turn on the enemy unit they are fighting, the option is there to follow up on this effect by using their Loudspeakers43 to finally convince them to
42
By bringing urban destruction into gameplay and linking it with the public view of these actions, the strategic impact of tactical events may be recreated and bring the Clausewitzian trinity to all levels of gameplay (p.100109). 43 Loudspeakers were shown to be a common method for exploiting PSYOPs at the Tactical-Level (p.89-90).
surrender. The chances of this occurring are based upon the impact of the PSYOP action itself (See Behaviours for details).44
The player can only use this support once per battle and as such must carefully time when they choose to exploit the effects of PSYOPs, too soon may be missing an opportunity to wear down the resolve of your opponent further, but too late may allow for them to have been buoyed by later events.
Replenishment of Troops
If a Company has been out of combat for at least one turn then any units that have been destroyed during Tactical-Level gameplay shall be automatically replenished with the same unit types as those lost. However, for a Company to be replenished then a continuous link must exist between that companys sector and their sides Reinforcement Point (See Levels) with sectors controlled by that side.
Buildings that may be utilised by the player will be highlighted green when scrolled over by mouse (See Actors for details on these Buildings). If the player leaves their cursor over that building for a second, the Building Information Box will appear next to the cursor (See Interface). Furthermore, the players mouse cursor will also change to the Building cursor to indicate that this building may be interacted with (See Interface).
By linking chances of surrender with the Operational-Level effect, the ties between these two levels may be maintained in gameplay.
44
Interaction Buildings may hold one Infantry-unit squad at a time, reducing the chances of a shot hitting them and offering a psychological buffer. If the player has an Infantry-unit selected, rightclicking one of these buildings will initiate the following actions: Action Occupy Building Description If currently empty, move squad into the building. If currently occupied by the enemy, assault building and attempt to clear it from them. If currently occupied by friendlies, move Swap Occupiers them from the building to make way for current unit. This aims to make urban areas a far swifter process. If another order I given to the unit, the Halt Cancel Entering button pressed, or another unit is ordered into the building, then this unit will stop whatever order they previously had. For units already inside the building then Exit Building ordering them to anywhere else on the map will force them to exit the building and move to that point. If an Armoured or Airborne-unit is selected, right clicking a building will instruct them to start firing on that building. This behaviour Armour/Airborne will continue until the buildings health moves down to 0, the unit is instructed to stop through the Halt button, or another order is given. Nicholas Edwards Indirect Strike www.nicholascedwards.co.uk 68
Assault Building
Uses
Key Buildings (See Actors) have bonus uses that they may give to the team in control of the sector, however if this building is destroyed then this bonus is lost. These bonuses may range from the ability to perform certain kinds of PSYOPs, to quartering facilities that increase the rest soldiers receive.
For any type of building the main use is as cover for Infantry when attacking over units. They will still be able to fire upon enemy units as they usually would, but have less chance of being killed due to the cover a building affords them.
Cover System
Any Infantry-units within a building are afforded extra cover based upon the current cover rating for the building, based upon what protection it structurally offers. The higher the value the less chance there is that a unit will take damage. This may be on a range from 110.
This value will deteriorate as the building health value also decreases, linking each of these values together (See Actors for rundown of each buildings cover value).
Fog of War
Any enemy units that are currently outside the line of sight of a players units shall not appear on the map, either the level itself or the mini-map, to the player themselves despite being visible to the player whom the units belong to. Once enemy units do enter the line of sight of at least one friendly unit they shall be adding to the friendly players main map and mini-map, allowing these units to be targeted. Nicholas Edwards Indirect Strike www.nicholascedwards.co.uk 69
Actions
By Units Template: Name Description Name of Action What the action does
Name Description
Name
Charge The unit in question shall aggressively move toward their opponent, attacking while
Description
doing so if possible. The unit shall be uncontrollable while this is in effect, not stopping until their opponent has been defeated or flees.
Name Description
Follow Orders The unit shall simply follow whatever order they have been given.
Name
Descripti on
opting to continue as they were, whether this be moving or holding their position.
Name
Flee46 The unit shall flee toward the edge of the battlefield map, moving toward their sides
Description
starting end and eventually moving off the map completely. This unit is then removed from gameplay.
Name Description
Hold Firm47 The unit shall hold its position against the attacking enemy unit.
Name
Withdraw The unit shall leave its current position and flee back toward the nearest empty
Description
defensive structure, or meeting a friendly that is currently not Withdrawing, Fleeing or Surrendering, whichever comes first.
45
The ability for units to ignore orders is critical for introducing the Fight or flight of Fear on the battlefield (p.22-24). Furthermore the use of this action was shown to work as part of a psychological system in Close Combat III (p.125-130). 46 Allowing units to flee is needed if one of the key results of fear in battle is to be brought into gameplay (p.23). 47 Likewise the ability for a unit to hold firm shall be critical if courage is to also be portrayed (p.21-22).
Name
Surrender48 The unit shall put down their weapons, stick their hands up, and slowly walk toward the
Description
opponents edge of the battlefield until they are no longer on the battlefield. The unit is then removed from gameplay.
Name Description
Suppressed49 The unit shall be unable to fire back for the next 30 seconds.
Name Description
Take Damage The unit shall take damage that will reduce its health value.
Name Description
Surrender is a common goal of PSYOPs and therefore the ability for a unit to do so is critical if the player is to exploit this tactically (p.89). 49 If a soldiers fear is to be brought into gameplay then suppression is a vital part of this (p.23). Furthermore the use of suppression as a gameplay mechanic was shown to be effective in a number of titles, especially Battle Academy in balancing skill and chance, or the material factors and the psychological (p.119).
48
Name Description
Take Damage The building shall take damage that will reduce its health value.
Name
Description
and as such the building shall collapse, leaving it unusable and killing any units within it.
Behaviours
Basic Name Description Trigger Main Rifle Fire An Infantry Squad delivers rifle fire against the opponent. If enemy being targeted is an Infantry unit
Name
Description opponent. Randomly used against an Infantry unit within 10m of the Trigger thrower.
Name
Fire Machine Gun The unit fires its machine gun at the opponent If enemy being targeted is an Infantry unit.
Fire Main Gun A tank fires its main gun at an opponent or structure If enemy being targeted is an Armoured unit or a Building
Fire Missile A helicopter fires its main gun at an opponent or structure If enemy being targeted is an Armoured unit or a Building
One of the key features of the game is the use of psychology to judge the actions made by units on the battlefield. Each units psychology is managed by a set of factors that represent key mental components that affect the actions made by soldiers in battle and will be affected from a variety of sources.
This basis will be developed upon the principles of fuzzy logic, the main aim is to create a system that is simplistic to design, implement and understand, but allows for varied results. The use of fuzzy logic should allow for the nature of psychology to underpin the reactions of each players troops by creating likely results that could be expected in most situations, but with the surprises that psychology gives to the battlefield in reality. Furthermore, through the use of fuzzy sets, the feedback on the psychological state of the battlefield may be done in a natural way, that reflects how verbally morale is evaluated and discussed in reality50.
50
There are five points that make-up the model used for psychology, the ways in which these react will determine the effect that these mental factors have on combat.
Events
Events are physical actions that take place in the tactical battle that will cause a psychological reaction in the units of either side, and can range from the presence of a particular unit to a change in the fortunes of their side (See Tactical Events). These events are required for any psychological action to take place, allowing for the principles of action and reaction to hold clear.
Factors
Factors are the categories used to judge the mental state of the unit in combat. Each of these will have a 0-100 value (With one exception See Factors List), representing their current level and to define where they currently fall within the fuzzy sets. These will be fed back to the player through General Statements which reflect their current level in a manner easily understandable to the player than impersonal values with relationship to how these factors are viewed naturally.51
51
Utilising a verbal feedback system for psychology was shown to be both more in-line with the nature of the element (p.13-14) and a superior method in Methodology I.
General Statements Statement Name Very Good Good Neutral Bad Very Bad Range 75 - 100 55 - 90 30 - 65 10 - 45 0 - 30
Static factors
These factors are those that can affect a unit in battle, but once the tactical battle has started will remain at the values they were beforehand acting more as modifiers on the starting points of the Dynamic Factors (See below), with their impact being calculated at the start of the battle. These factors include points such as ideology and discipline that would have been formed before entering combat.52
Dynamic Factors
Factors that also have an effect on a unit, but also may be modified by events in battle are known as Dynamic Factors. While these will have a starting value just like any other, they are much more greatly impacted by Events that take place, such as Cohesion based on nearby units or the presence of an enemy unit generating fear.53
52
Ideology (p.38) and Discipline (p.48) were both shown to be factors whose influence is decided long before battle starts. 53 Factors such as Cohesion were shown to be subject to events that take place in battle, along with their preexisting status (p.32-37).
Impact Statements
To simplify the way that inputs between factors may be designed, a set of fuzzy sets have been developed for processing the impact of one factor upon the other. In design terms, this means a factor can have a set impact to have upon another out of the following:
Impact Statements Statement Name Very Positive Positive Minor Negative Very Negative Critically Negative Range 15 - 30 10 - 25 -15 - 15 -25 - -10 -30 - -15 -50 - -25
Using this, the impact from one factor onto another can easily be described as one of these statements when describing their interaction before being converted to the needed numerical value. However, this impact itself will also follow the principles of fuzzy logic and so the actual numerical impact may, despite having a more likely range, vary greatly and be a prime cause of the unpredictability of the mechanic.54
54
This coincides with the proposal of using Fuzzy Logic, along with the verbal benefits to this (p.154-161).
Actions
Finally the Actions themselves are the actual outcomes of this system as performed by units themselves, whether this be fleeing the battlefield or keeping their heads down. These are the main effect of the psychological system and will be the physical impact of it on the players perception of gameplay, either when they have created an impact on an opposing unit, or have had their own units affected as a result.
Base Structure
When using this Input-Output system there is a base structure, upon which events and actions will be calculated, either with an impact on another factor or the triggering of an action by that unit. Actions may only be output from the factors of Fear and Courage (See Factors) and similarly any interaction between Factors will take place outside of these three.55
The linking back to Fear and Courage of all actions matches the point made on how the impact of psychology shall often feedback to this in reality (p.20). Furthermore the doing so of this was noted to be the common method utilised in the games analysed in Methodology I.
55
Setup Stage
A factor shall be recorded at a General Statement (See Make-
Step 1
up of the System), reflecting their status. For Static Factors this shall be triggered once at the start of battle. For Presence and Situational factors, this statement shall be set whenever other factors or events force the change in their General Statement
Example
Interaction Stage
In the case of an interaction (See Interaction Between Factors), another factors shall be modified and cause a knock-on effect, causing a different level of effect dependant on the new
Step 2
In the case of an event (See Tactical Events), an action shall take place on the battlefield that impacts upon the factors. A level of effect may also apply based on the specifics of the event.
Example
Statement Stage
Step 3 Example
Dependant on the level of effect, a percentage chance shall determine what Impact Statement (See Impact Statements) is applied to the factor in question. If High Losses has a 65% change of having a Very Negative effect upon Cohesion.
Modification Stage
A random number shall be taken from the between the two numerical points of the Impact Statement and applied to the factor. The new numerical value of that shall be compared to the General Statement, with any overlap using a gradient of chance to determine what side it falls.
Step 4
If the value falls in the direct middle of the statement then its chance of joining shall be 100%.
However the closer this value falls to the lower or higher end, the more this chance shall fall to 20%, compared to 80% for the neighbouring statement.
Example
Very Negative creates a -25 impact upon Cohesion, dropping it from 70 to 45. 45 is between Neutral and Bad, but as Neutral has an 80% chance of occurring, Cohesion falls to Neutral.
Event Stage
An action shall take place on the battlefield that has the ability
Step 1 Example
to create an action the part of the affected unit (See Tactical Events), as well as the chance of interacting with the factors. A level of effect may also apply based on the specific of the event
Statement Stage
Step 2 Example
This event shall look at the General Statement of Fear and Courage and use this as the basis for a percentage-based chance of each action occurring. Losses that are High and Fear and Courage is Medium Fear.
Chances that the unit shall Surrender is 30%, compared to 30% to Flee, 20% to Withdraw and 10% to Hold Firm.
Action Stage
Step 3 Example
With the action now chosen through the percentage-chance, it shall be triggered by the unit in question.
To help a player summarise the psychological state of a Company when at the Operational Level, these Factors are summed-up into a single Factor known as the Psychological Vulnerability Level. This level is the base average of the General Statement of every unit in that Company and is described using the same statements.56
The benefit of this is the player can easily locate mentally vulnerable units when concentrating their PSYOPs or Airpower operations. By adding a psychological average, player will be able to look for points that need grinding down, or those that will break easily and allow a penetration of the opponents lines.
56
The use of verbal statements was found to be a part of representing the psychological nature of war in games (p.155-156).
Psychological Factors List Static Outside Battle Ideology57 The Ideology Factor represents the current belief in the goals of that units side and shall be linked to the current level of Public Support (See Strategic Factors).
Discipline58 Discipline is based upon the way in which that sides troops are disciplined by their superiors and will have profound implications on how they fight (See Sides under Actors). This Factor will have one set impact rather than several statements, bringing an affect at the start of every battle that is judged off one chance graph.
Exhaustion59 Exhaustion is the base effect of having a unit in a combat role for far too long without being rested. This will be judged by a different set of General Statements then other Factors. Exhaustion Statements Turn Taken to Reach (Only available if never been in combat or if Fresh rested on a sector with a Quarters Building) Default Ready (If unit has achieved Fresh then 1-4) Exhausted Very Exhausted
57 58
3-7 5-10
Ideology was established as major part of Combat Motivation (p.38). Discipline was also noted to be one of the factors that make up Combat Motivation (p.48). 59 A soldiers exhaustion-level was seen to be a major factor in their ability to fight (p.54).
Dynamic Base 3
Courage and Fear60 Courage and Fear determine the two extreme to how a unit may act, either advancing or holding firm against an opponent, or freezing-up and fleeing the battle. In short, this Factor determines what actions a unit will ultimately take. The General Statement used are slightly different and the range of values dips to -100 as to divide this between the two sets. Courage and Fear Statements Statement Name High Courage Medium Courage Low Courage Neutral Low Fear Medium Fear High Fear Range 70 - 100 30 - 80 10 - 40 -20 - 20 -40 - -10 -30 - -80 -70 - -100
60
Courage and Fear were two opposing factors noted of and their roles as two sides a soldiers reactions has been attained through applying to the same equation (p.20-24).
Will to Kill61 The Will to Kill is the factor that determines what fire-rate an Infantry unit in question will fire at, each General Statement here represents a rough percentage of what number of soldiers in that squad will fire. Will to Kill Statements Very High High Average Low Very Low Firing Rate 75-100% 55-85% 40-65% 25-50% 15-35%
Presence Factors Cohesion62 Cohesion signifies the impact of the units or squad-mates around each soldier. Specifically this is how much they are helping them quell the impact of Fear, and pressure them into firing.
Leadership63 Each Infantry Unit has a Leader figure amongst them, if this figure is lost then there can be a tremendous impact on the Factors of Fear and the Will to Kill. This Factor does not use values, instead acting more as simply check to whether they are present or not.
61
The firing-rate of a soldier has seen to be a critical factor in determining tactical superiority, whilst also a factor that is often more variable than perceived (p.25-29). 62 Cohesion was noted to be a critical factor in the combat motivation of a soldier (p.32-37). 63 The presence and proximity of a leadership figure was seen to be one of the main influences of this factor (p.67-68).
Situational Tactical Situation Units will be greatly influenced by how well they perceive the battle is progressing and this Factor will be looking at how many Objective Points the side have currently claimed. Tactical Situation Statements Objectives Captured Gain of 2-3 Objective Points from the battles start Gain of 1-2 Objective Points from the battles start Same amount of Objective Points controlled as when the battle started Loss of 1-2 Objective Points from the battles start Loss of 2-3 Objective Points from the battles Very Bad start
Very Good
Good
Neutral
Bad
Unit Fear Each unit will have the chance of feeling a certain amount of fear if they see or are attacked by a certain other unit of which they are vulnerable or have a fearful affect upon them (See Tactical Events for details).64
64
An opponents equipment was seen to have a large influence on a soldiers ability to stay in combat (p.6366). 65 Artillery has said to have a potent mental effect on an opponent due to the noise it produces (p.63-64).
Each Psychological Factor has an interaction between itself and other Factors and this section involves any factors that shall interact but not necessarily cause any event, instead these shall trigger if that factors fall to the stated level.
Ideology Fear and Courage66 Then Chance of Impact on Fear and Courage Very Positive: 10% Very Good Positive: 30% Minor: 60% Very Positive: 7% Positive: 15% Good Minor: 75% Negative: 3% Very Positive: 3 Positive: 7%
Neutral
Bad Negative: 15% Very Negative: 7% Very Bad Negative: 75% Very Negative: 25%
66
Ideology was shown to be a significant factor of combat motivation and lower the will to surrender or flee (p.39-40).
Discipline - NATO Fear and Courage67 Very Positive: 20% Positive: 55% Minor: 25%
Discipline - NATO Cohesion68 Very Positive: 30% Positive: 40% Minor: 30%
Discipline - OpFor Fear and Courage69 Very Positive: 30% Positive: 60% Minor: 10%
Discipline - OpFor Cohesion70 Positive: 5% Minor: 15% Negative: 45% Very Negative: 35%
67 68
The level of discipline in an army was seen as being key to their soldiers staying in combat (p.48-49). Armies, such as those in NATO, that utilise type 1 &2 discipline have been shown to have a better effect on cohesion (p.50). 69 Harsh discipline regimes have been shown to keep soldiers in line easier (p.53). 70 Those militaries that utilise type 3 discipline have been seen to do so to detriment of cohesion (p.53).
Affecter
Affected If Exhaustion
Then Chance of Each Impact Statement on Fear and Courage Very Positive: 20% Fresh Positive: 30% Minor: 50% Very Positive: 10% Positive: 25% Ready Minor: 45% Negative: 20%
Chance of Each General Statement Positive: 10% Minor: 30% Exhausted Negative: 40% Very Negative: 20% Minor: 10% Very Exhausted Negative: 55% Very Negative: 35%
71
Exhaustion was shown to have a negative effect on a soldiers ability to continue fighting (p.55-56).
Cohesion Fear and Courage72 Then Chance of Each Impact Statement on Fear and Courage Very Positive: 20% Very Good Positive: 55% Minor: 25% Very Positive: 10% Positive: 45% Good Minor: 40% Negative: 5% Positive: 15%
Neutral
Bad Negative: 45% Very Negative: 10% Negative: 70% Very Bad Very Negative: 30%
72
Cohesion has been noted to have a stabilising effect on a soldiers ability to continue fighting (p.34-35).
Cohesion Will to Kill73 Then Chance of Each Impact Statement on Will to Kill Very Positive: 15% Very Good Positive: 35% Minor: 50% Very Positive: 10% Positive: 20% Good Minor: 65% Negative: 5% Positive: 10%
Neutral
Bad Negative: 20% Very Negative: 10% Negative: 75% Very Bad Very Negative: 25%
73
The impact of Mutual Surveillance from Cohesion has a large effect on a soldiers Willingness to Kill (p.34).
Tactical Events
The tables show each Event that may be executed by a unit due to the effects of the psychological system from events that may happen in a Tactical Battle.
Template: Name Description Name of Event How Event Occurs The different statements that Levels of Effect this Event may affect at and why What Factors this Event may Factors Affected and Likely affect and the Impact Statement Statement/s used The Name of Action Name Triggered (See Actions for details)
EVENT
ACTIONS
Chance Under Each General Statement
The chance of each action occurring under each general Statement of the affected factor
EVENT
Ordered Forward The unit has ordered to Description move forward Levels of Effect N/A Fear/Courage74 Positive: 20% Chance of Impact Statement Minor: 45% on Other Factors Negative: 20% Very Negative: 15% Name Chance Under Each General Statement Name Charge75 High Courage: Medium Courage: Low Courage: Follow Orders76 High Courage: Medium Courage: Low Courage: Neutral: Low Fear: Medium Fear: High Fear: Ignore Orders77 Low Courage: Neutral: Low Fear: Medium Fear: High Fear: Flee78 Low Fear: Medium Fear: High Fear: 5% 20% 40%
Name
ACTIONS
Name Chance Under Each General Statement
74
By triggering Fear and Courage when a unit is expected to act, the Fight or Flight basis of the factors may be brought into gameplay (p.20). 75 Allows for Fight to be triggered. 76 Also allows for Fight be triggered. 77 Represents Flight. 78 Also represents Flight.
Name Description
Attacked Attacked by an opponent Critical If of a Critical level of fear to that unit High If of a Bad level of fear to that unit Medium If of a Neutral level of fear to that unit Low If of a Good level of fear to that unit
Levels of Effect79
EVENT
If Level of Fear to a Unit Critical Then Chance of Impact on Fear and Courage Critically Negative: 50% Very Negative: 35% Negative: 15% Very Negative: 55% Negative: 25% Minor: 20% Very Negative: 25% Negative: 45% Minor: 30% Minor: 65% Positive: 35% Hold Firm High Courage: Medium Courage: Low Courage: Neutral: Low Fear: Medium Fear: High Fear:
High
ACTIONS
79
Name
Withdraw High Courage: Medium Courage: Low Courage: Neutral: Low Fear: Medium Fear: High Fear: Surrender Low Courage: Neutral: Low Fear: Medium Fear: High Fear: Flee Low Courage: Neutral: Low Fear: Medium Fear: High Fear:
Name Description
Attacked Attacked by an opponent Critical If of a Critical level of fear to that unit High If of a Bad level of fear to that unit
Levels of Effect Medium If of a Neutral level of fear to that unit Low If of a Good level of fear to that unit
EVENT
If Level of Fear to a Unit Critical Then Chance of Impact on Fear and Courage Critically Negative: 50% Very Negative: 35% Negative: 15% Very Negative: 55% Negative: 25% Minor: 20% Very Negative: 25% Negative: 45% Minor: 30% Minor: 65% Positive: 35% Hold Firm High Courage: Medium Courage: Low Courage: Neutral: Low Fear: Medium Fear: High Fear:
High
ACTIONS
Name
Supressed80 High Courage: Medium Courage: Low Courage: Neutral: Low Fear: Medium Fear: High Fear: Withdraw High Courage: Medium Courage: Low Courage: Neutral: Low Fear: Medium Fear: High Fear: Surrender Low Courage: Neutral: Low Fear: Medium Fear: High Fear: Flee Low Courage: Neutral: Low Fear: Medium Fear: High Fear:
Name
3% 5% 7% 13% 15%
2% 5% 7% 12% 15%
80
Supressing an opponent was seen to be a tactic created by the factor of Fear (p.23).
Name Description
Enemy Presence An enemy unit enters the units line of sight Critical If of a Critical level of fear to that unit High If of a Bad level of fear to that unit
Levels of Effect Medium If of a Neutral level of fear to that unit Low If of a Good level of fear to that unit
EVENT
If Level of Fear to a Unit Critical Then Chance of Impact on Fear and Courage Critically Negative: 50% Very Negative: 35% Negative: 15% Very Negative: 55% Negative: 25% Minor: 20% Very Negative: 25% Negative: 45% Minor: 30% Minor: 65% Positive: 35% Hold Firm High Courage: Medium Courage: Low Courage: Neutral: Low Fear: Medium Fear: High Fear: Withdraw High Courage: Medium Courage: Low Courage: Neutral: Low Fear: Medium Fear: High Fear:
High
ACTIONS
Name
Surrender Low Courage: Neutral: Low Fear: Medium Fear: High Fear: Flee Low Courage: Neutral: Low Fear: Medium Fear: High Fear:
Name Description
EVENT
Levels of Effect
Impotent81 An enemy unit enters their line of sight that the unit has no weapons capable of damaging N/A
Name
Withdraw
ACTIONS
Chance 100%
81
Impotency was shown to an effect of being unable to fight an opponent and often forces units to withdraw (p.95).
Name Description
Levels of Effect
Losses Triggered each time the units squad (for Infantry) or nearby units are killed High If between 60-100% of surrounding friendly units have been killed Medium If between 3070% of surrounding friendly units have been killed Low If between 10-40% of surrounding friendly units have been killed Then Chance of Impact on Fear and Courage Very Negative: 50% Negative: 35% Minor: 15% Very Negative: 55% Negative: 25% Minor: 20% Positive: 5% Very Negative: 25% Negative: 45% Minor: 30% Positive: 35% Then Chance of Impact on Cohesion Very Negative: 65% Negative: 30% Minor: 5% Negative: 65% Minor: 35% Negative: 80% Minor: 20% Hold Firm High Courage: Medium Courage: Low Courage: Neutral: Low Fear: Medium Fear: High Fear:
EVENT
Medium
Low
ACTIONS
Name
Withdraw High Courage: Medium Courage: Low Courage: Neutral: Low Fear: Medium Fear: High Fear: Surrender Low Courage: Neutral: Low Fear: Medium Fear: High Fear: Flee Low Courage: Neutral: Low Fear: Medium Fear: High Fear:
EVENT
Chance of Impact on Other Factors
Loss of leader Triggered each time the leader of an Infantry squad is killed N/A Fear/Courage Very Negative: 40% Negative: 28% Minor: 12% Positive: 20% Cohesion Very Negative: 60% Negative: 25% Minor: 10% Positive: 5% 8283 Will to Kill Very Negative: 25% Negative: 30% Minor: 25% Positive: 20% Hold Firm High Courage: Medium Courage: Low Courage: Neutral: Low Fear: Medium Fear: High Fear: Withdraw High Courage: Medium Courage: Low Courage: Neutral: Low Fear: Medium Fear: High Fear:
Name
ACTIONS
Name
82 83
The presence of leadership was shown to be a key way in which to maintain firing rates (p.67). The commander will also act as a comrade as such the chance that a solider would want revenge is just as likely (p.34).
Surrender Low Courage: Neutral: Low Fear: Medium Fear: High Fear: Flee Low Courage: Neutral: Low Fear: Medium Fear: High Fear:
Name Description
EVENT
Flight of nearby units84 Triggered when units nearby have invoked the Flee Action N/A Fear/Courage Minor: 65% Negative: 25% Very Negative: 10% Hold Firm High Courage: Medium Courage: Low Courage: Neutral: Low Fear: Medium Fear: High Fear: Withdraw High Courage: Medium Courage: Low Courage: Neutral: Low Fear: Medium Fear: High Fear: Flee Low Courage: Neutral: Low Fear: Medium Fear: High Fear:
Name
Name
ACTIONS
Chance Under Each Statement
The sight of allies fleeing battle was shown to have a snowball effect that often caused surrounding units to follow (p.23).
84
Name Description
Levels of Effect
Defeated a unit Triggered when the unit has defeated an opponent High If the unit was at the Bad level of fear to that unit Standard Any other unit
EVENT
If Level of Effect to a Unit High
Standard
Then Chance of Impact on Fear and Courage Very Positive: 50% Positive: 35% Minor: 15% Very Positive: 35% Positive: 40% Minor: 25%
Name Description
EVENT
Tactical Situation Improved Triggered when an Objective Point has been gained. N/A Very Positive: Positive: Minor: 35% 50% 15%
Name Description
EVENT
Tactical Situation Deteriorated Triggered when an Objective Point has been lost. N/A Very Negative: Negative: Minor: 35% 50% 15%
Name Description
EVENT
Levels of Effect
Use of Loudspeakers85 A side has used their Loudspeakers Support Based on PSYOP effect Very Good Good Minor Surrender Very Good: Good: Minor: 35% 20% 10%
Name
ACTIONS
85
This type of Event interaction will still cause an impact at the start of battle, but will not cause a subsequent action by a unit Name Description Levels of Effect Turn Progression86 A turn has changed N/A Very Negative: Negative: Minor: 15% 25% 60%
EVENT
Chance of Impact on Exhaustion
Name Description
EVENT
Unit Rested87 A Unit has been Rested for a turn N/A Very Positive: Positive: Minor: 25% 55% 20%
Name Description
EVENT
Drop in Public Support88 The Strategic value for Public Support has dropped a General Statement N/A Very Negative: Negative: Minor: 20% 30% 50%
86 87
Allows for representation of exhaustion in-game (p.34). Part of exhaustion is the ability rest units at points (p.34). 88 Links Strategic-Level and Tactical-Level gameplay.
Name Description
EVENT
Levels of Effect Chance of Impact on Ideology89 Name Description If the Psychological Vulnerability Level for the Targeted Unit is Very Good
Rise in Public Support The Strategic value for Public Support has risen a General Statement N/A Very Positive: 20% Positive: 30% Minor: 50% Broadcasting PSYOP The Broadcasting PSYOP has been used on this unit Then the chance of each Level of Effect Shall be90 High Medium Low High Medium Low High Medium Low 70% 20% 10% 25% 60% 15% 15% 20% 65%
Good
Minor
EVENT
If the Effect of PSYOP is
High
Medium
Low
Then the Chances of the Impact on Ideology Shall be91 Very Negative: 25% Negative: 65% Minor: 10% Very Negative 10% Negative: 50% Minor: 40% Negative: 25% Minor: 65% Positive: 10%
89 90
Support of the public was shown to be a pre-motivating effect for a soldier (p.41). By utilising chance here, some level of unpredictability is brought to an uncertain area (p.93). 91 Causing a soldier to doubt their cause was shown to be a major target of PSYOPs (p.91-92).
High
Medium
Low
Then the Chances of the Impact on Fear and Courage Shall be92 Very Negative: 30% Negative: 55% Minor: 15% Very Negative: 20% Negative: 45% Minor: 35% Negative: 20% Minor: 75% Positive: 5%
Name Description If the Psychological Vulnerability Level for the Targeted Unit is Very Good
Leafleting PSYOP The Leafleting PSYOP has been used on this unit Then the chance of each Level of Effect Shall be93 High Medium Low High Medium Low High Medium Low 80% 15% 5% 35% 55% 10% 20% 30% 50%
Good
EVENT
Minor
Medium
Low
Then the Chances of the Impact on Ideology Shall be Very Negative: 25% Negative: 65% Minor: 10% Very Negative 10% Negative: 50% Minor: 40% Negative: 25% Minor: 65% Positive: 10%
92 93
Forcing enemy soldiers to surrender or flee battle is another target of PSYOPs (p.91-92). As Leafleting was shown to have a more potent effect than Broadcasting its chances shall be better (p.86).
High
Medium
Low
Then the Chances of the Impact on Fear and Courage Shall be Very Negative: 30% Negative: 55% Minor: 15% Very Negative: 20% Negative: 45% Minor: 35% Negative: 20% Minor: 75% Positive: 5%
Name Description If the Psychological Vulnerability Level for the Targeted Unit is Very Good
Airpower If a bombing campaign has been waged on this unit Then the chance of each Level of Effect Shall be High Medium Low High Medium Low High Medium Low 70% 20% 10% 30% 60% 10% 25% 35% 40%
Good
EVENT
Minor
High
Medium
Low
Then the Chances of the Impact on Fear and Courage Shall be94 Very Negative: 30% Negative: 55% Minor: 15% Very Negative 20% Negative: 45% Minor: 35% Negative: 20% Minor: 75% Positive: 5%
94
Airpower was shown to have a critical effect on a units ability to stay in combat (p.95).
This type of Event will trigger in the same to the other, with a physical in-world trigger, but instead of causing an Action, will instead just influence another factor. Name Description Within Cover Triggered if a unit takes cover within a Building Good If the buildings health is over 65-75% Levels of Effect
EVENT
If Level of Effect to a Unit Good Neutral
Neutral If the buildings health is under 75-65% Then Chance of Impact on Fear and Courage Positive: 65% Minor: 35% Positive: 45% Minor: 55%
Name Description
Leave Cover Triggered if a unit leaves cover Good If the buildings health is over 65-75%
Levels of Effect
EVENT
If Level of Effect to a Unit Good Neutral
Neutral If the buildings health is under 75-65% Then Chance of Impact on Fear and Courage Negative: 65% Minor: 35% Negative: 45% Minor: 55%
These events are those that affect the composition of the Strategic Factors and represent the Unknown Unknowns that an Operational commander may have to deal with, yet were unforeseen and now have to be factored into their plans. For example, a large-scale blow to the Public Support 95for the operation may require a quicker resolution or may cause the players political masters 96to tone-down their ambitions.97
Whether a Strategic Event takes place at the start of a turn is at random, with an average of one per every 6 turns (See Core Gameplay for role in the turn structure).
Name of Event Description of what this event means The impact when this event occurs
NATO Name: Description: OpFor civilians abused Photos have been released online showing NATO soldiers abusing OpFor civilians. Impacts Public Support Political Will
95 96
Adds the variable of The People from Clausewitzs trinity to gameplay (p.103). Allows for The Government to be influenced in gameplay, also from Clausewitzs trinity (p.101). 97 Allows for chance to be applied at the Strategic-Level (p.156-157).
Name: Description:
China/ Russia Denounce Action Either China or Russia feel that NATOs action in the OpFor nation is an act of aggression and denounce the current operation.
Impacts
Name: Description:
NATO Nation Pulls Out A key NATO member state has pulled their support from the operation, deeming the action against their foreign policy.
Impacts
Name: Description:
Cabinet Member Resigns A cabinet member of a NATO member state has resigned their position over the conflict with the OpFor nation.
Impacts
Name: Description:
Protests Against NATO Action Protests have taken place in numerous Western nations against NATOs campaign against the OpFor state.
Impacts
OpFor Name: Description: High-Ranking Official Defects A high-ranking official of the OpFor government has defected to the West in the wake of NATOs military campaign. Impacts Political Will Minor Negative 30% 70%
Name: Description:
Supply Shortages Due to the NATO attack, shortages have begun to take hold across the OpFor nation.
Impacts
Public Support
Artillery Impact
If an Artillery-Strike is utilised on an Urban map (See Levels), then some strategic consequence shall be applied for the destruction caused and the impact this has on the population.98
Name: Description:
Artillery Destruction If over 20% of buildings on an Urban map are destroyed then this effect shall come into force at the beginning of the next turn.
Impacts
Public Support
98
This should allow for Strategic-Level consequences may come from Tactical-Level actions, creating a link between the two.
Moves
Player Moves Input W Key A Key S Key D Key Left Mouse Button Right Mouse Button Use Move camera forward in Tactical-Level gameplay. Move camera left in Tactical-Level gameplay. Move camera backward in Tactical-Level gameplay. Move camera right in Tactical-Level gameplay. Select a unit or building in Tactical-Level gameplay. Execute an order in Tactical-Level gameplay.
Actors
Sides NATO Logo
OpFor Logo
Psychological Profile
For each side most factors shall start Neutral and be then modified further by the interaction between these factors from in-game events (See Behaviours for list of psychological factors). However, the factors of Fear and Courage and Cohesion shall have chance-based beginning points in order to allow for a further measure of unpredictability to exist due to the different state of each squad99.
NATO Factor Chance Per Starting Status Medium Courage: 15% Low Courage: 50% Fear and Courage Neutral: 20% Low Fear: 10% Medium Fear: 5% Very Good: 20% Good: 50% Cohesion Neutral: 20% Bad: 7% Very Bad: 3%
By adding variety to these starting values, chance may be brought into gameplay from the beginning and add uncertainty to an opponents mental state, bringing this part of the nature of psychology to the game (p.10-13). However the weighing toward each statement creates more likely starting points to exist, allowing players some semblance of planning when facing this army.
99
OpFor Factor Chance Per Starting Status Medium Courage: Low Courage: Fear and Courage Neutral: Low Fear: Medium Fear: Very Good: Good: Cohesion Neutral: Bad: Very Bad:
Each company type (See Core gameplay) has a different line-up of units that shall make-up their structure uniformly over that entire sides numbers of that company type (See Combat Weapons for details of each unit). NATO NATO Infantry Company NATO Rifleman Squad + NATO Squad leader NATO Rifleman Squad + NATO Squad leader NATO Rifleman Squad + NATO Squad leader NATO Rifleman Squad + NATO Squad leader NATO Rifleman Squad + NATO Squad leader NATO Rifleman Squad + NATO Squad leader M113 M113 M1A2 Abrams M1A2 Abrams AgustaWestland Apache AgustaWestland Apache
NATO Armoured Company M1A2 Abrams M1A2 Abrams M1A2 Abrams M1A2 Abrams M1A2 Abrams M1A2 Abrams M113 M113 NATO Rifleman Squad + NATO Squad leader NATO Rifleman Squad + NATO Squad leader AgustaWestland Apache AgustaWestland Apache
NATO Artillery Company Panzerhaubitze 2000 Panzerhaubitze 2000 Panzerhaubitze 2000 Panzerhaubitze 2000 Panzerhaubitze 2000 Panzerhaubitze 2000 M113 M113 M113 NATO Rifleman Squad + NATO Squad leader NATO Rifleman Squad + NATO Squad leader NATO Rifleman Squad + NATO Squad leader
OpFor OpFor Infantry Company OpFor Rifleman Squad + OpFor Squad leader OpFor Rifleman Squad + OpFor Squad leader OpFor Rifleman Squad + OpFor Squad leader OpFor Rifleman Squad + OpFor Squad leader OpFor Rifleman Squad + OpFor Squad leader OpFor Rifleman Squad + OpFor Squad leader OpFor Rifleman Squad + OpFor Squad leader OpFor Rifleman Squad + OpFor Squad leader BRDM-2 BRDM-2 BRDM-2 T-72M
OpFor Armoured Company T-72M T-72M T-72M T-72M T-72M T-72M BRDM-2 BRDM-2 OpFor Rifleman Squad + OpFor Squad leader OpFor Rifleman Squad + OpFor Squad leader OpFor Rifleman Squad + OpFor Squad leader Mi-24
OpFor Artillery Company 2S3 Akatsiya 2S3 Akatsiya 2S3 Akatsiya 2S3 Akatsiya 2S3 Akatsiya 2S3 Akatsiya BRDM-2 BRDM-2 OpFor Rifleman Squad + OpFor Squad leader OpFor Rifleman Squad + OpFor Squad leader OpFor Rifleman Squad + OpFor Squad leader OpFor Rifleman Squad + OpFor Squad leader
NATO Infantry Name Description Health Speed Crawling Walking Running Main Rifle Fire Grenade Anti-Tank Fire Anti-Air Fire Other Abilities NATO Rifleman Squad A basic rifleman squad of 8 soldiers. 30 (per soldier) 2 Mph 7 Mph 12 Mph M4A1 M67 AT-4 FIM-92 Stinger Can enter Buildings
Attacks
Name Description Health Speed Attacks Crawling Walking Running Main Rifle Fire Grenade Other Abilities
NATO Squad Leader The leader of an Infantry Squad. Each of these units has a leader unit within it. 30 2 Mph 7 Mph 12 Mph M4A1 M67 Survival of this unit has a dramatic effect on the Fear and Courage level of an Infantry Squad (See Behaviours).100
By adding this behaviour to such a unit, the impact of leadership on the psychological state of their soldiers may be recreated in gameplay (p.67-74).
100
Armour Name Description Health Speed Regular Charging Fire Main Gun Attacks Fire Machine Gun Image M1A2 Abrams A Main Battle Tank with both anti-armour and anti-personnel capabiltiies 250 15 mph 25 mph Rheinmetall 120 mm M2 Browning
Name Description Health Speed Attacks Regular Charging Fire Machine Gun Image
M113 General purpose Armoured Personnel Carrier 180 32 mph 42 mph M2 Browning
Artillery Name Description Health Speed Regular Charging Attacks Fire Machine Gun Image Panzerhaubitze 2000 The tactical-level depiction of the main unit of an Artillery Company 150 25 mph 41 mph Rheinmetall MG3
Airborne Name Description Attack Image Eurofighter Typhoon NATO Air Support for the Direct Strike Air Mission 5
B-2 Spirit NATO Air Support for the Area Bombing Air Mission (See Airpower under Operational)
Name Description Health Speed Regular Charging Fire Missiles Attacks Fire Machine Gun Image
AgustaWestland Apache A close-support attack helicopter 130 50 mph 75 mph AGM-114 Hellfire M230 Chain Gun
OpFor Infantry Name Description Health Speed Crawling Walking Running Main Rifle Fire Grenade Anti-Tank Fire Anti-Air Fire OpFor Rifleman Squad A basic rifleman squad of 8 soldiers. 30 (per soldier) 2 Mph 7 Mph 12 Mph AK47 F1 grenade RPG-7 RPG-7 Can enter Buildings
Attacks
Other Abilities
Name Description Health Speed Attacks Crawling Walking Running Main Rifle Fire Grenade
OpFor Squad Leader The leader of an Infantry Squad. Each of these units has a leader unit within it. 30 2 Mph 7 Mph 12 Mph AK47 F1 grenade Survival of this unit has a dramatic effect on the Fear and Courage level of an Infantry Squad (See Behaviours)
Other Abilities
Armour Name Description Health Speed Regular Charging Fire Main Gun Attacks Fire Machine Gun Image T-72M A Main Battle Tank with both anti-armour and anti-personnel capabilities 180 25 mph 37 mph 125 mm 2A46M PKT
Name Description Health Speed Attacks Regular Charging Fire Machine Gun Image
BRDM-2 General purpose Armoured Personnel Carrier 130 35 mph 62 mph KPV heavy machine gun
Artillery Name Description Health Speed Regular Charging Attacks Fire Machine Gun Image 2S3 Akatsiya The tactical-level depiction of the main unit of an Artillery Company 100 20 mph 28 mph PKT
Airborne Name Description Attack Image MiG-23 OpFor Air Support for the Direct Strike Air Mission 3
MiG-29 OpFor Air Support for the Area Bombing Air Mission (See Airpower under Operational)
Name Description Health Speed Regular Charging Fire Missiles Attacks Fire Machine Gun Image
Mi-24 A close-support attack helicopter 120 60 mph 80 mph S-24 Yak-B 12.7mm
Combat Weapons NATO Name Power/ Rate of Fire M4A1 5/ 10 per second
Accuracy Image
85%
Accuracy Image
60%
Accuracy Image
45%
Accuracy Image
65%
Accuracy Image
80%
Accuracy Image
75%
Accuracy Image
70%
Accuracy Image
60%
Accuracy Image
70%
Accuracy Image
65%
Accuracy Image
60%
Accuracy Image
30%
Accuracy Image
70%
Accuracy Image
70%
Accuracy Image
65%
Accuracy Image
60%
Accuracy Image
60%
Buildings and Scenery Standard Name Description Health Cover Abilities Standard Building A standard building for players to position units within. Shall come in several visual styles, but mechanically all the same. 450 5 None
Defensive Buildings Name Description Health Cover Abilities Trench A basic dug-in trench 350 4 None
MG-Post A Defensive-Position building with an Machine-gun for units to use. 250 3 NATO: Holds one Rheinmetall MG3 for units to use Opfor: Holds one KPV heavy machine gun for units to use
Abilities
Key Buildings Name Description Health Cover Abilities Broadcasting PSYOP (See Core Gameplay) Broadcast Station101 A broadcasting facility that allows for PSYOP message to be spread. 600 6 Needed for a side to utilise the
Airfield An airfield for air mission to be flown from 1000 2 Needed for a side to utilise the Leafleting PSYOP (See Core Gameplay)
Abilities
A side must have this building in their possession to utilise any Airpower (See Core Gameplay)
Quarters Quarters that allow for soldiers to be rested within 500 4 Will restore a units Exhaustion to Fresh if
Abilities
The ability to capture or destroy Broadcasting facilities falls in-line with their role in PSYOP operations (p.89).
101
Weapons Facility A chemical weapons facility run by the OpFor nation 800 6 Objective Building for the Facilities Destruction aim (See Core Gameplay)
Surface-to-Air Missile Battery A defensive weapon against enemy airpower 200 n/a Can shoot aircraft out of the sky if they pass over that sector or its neighbours.
Radar A radar system run by the OpFor nation to locate enemy units 700 5 Allows for the OpFor to locate NATO units
Abilities
Foliage Name Description Health Cover Abilities Undergrowth General undergrowth which offers minimal protection n/a 1 None
Other Objective Point Name Description Health Cover Abilities Objective Point A flag representing an Objective Point (See Core Gameplay) n/a n/a Ownership of this point shall give players control over an Objective Point
Modes of Play
Campaign Mode
Campaign Mode allows a single player to take charge of either NATO or the OpFor and play through a campaign at the operational-level and the strategic objectives of this campaign may be either chosen explicitly by the player, or chosen at random. The computer will control the side that the player does not control. This shall be the main mode of the game and will be where the operational and strategic stages of gameplay will be utilised.
Skirmish Mode
Skirmish Mode allows for two players, either human or one versus the computer, to carry out a battle at the tactical-level only. Each player shall take their pick of either NATO or OpFor and play-out a battle on any of the sector maps used in Campaign Mode and both will choose one type of Company to fight with, either Infantry or Armoured. The psychological state of these units shall reflect each sides default values on the start of a game.
Basic Training
Basic Training is a tutorial that takes new players through the basics of gameplay, introducing gameplay at Tactical, Operational, and Strategic-levels.
Health Management
Health System Units
Units take damage if hit from an attack by an enemy unit; this damage being dependent on what attack was used by the opposing unit. Furthermore, certain units may only harm certain other units, or with specific attacks (See Actors for details).
Each unit has a value of Health that is equivalent to how much damage they can take before being destroyed and removed from the battle instantly. This Health value though is regenerative, as a result the units Health value will return to full gradually after a set amount of time outside of combat.
Infantry
For Infantry units this Health value will be individual to each soldier in the squad and so parts of that squad may be destroyed in parts rather than the whole (See Actors).
Armour
Any damage done to an armoured unit (See Actors) shall be multiplied as such as: Point Hit Front Side Back Top Damage Multiplier 0.75 1 1.5 1.5
Buildings Every building has a set amount of health, denoting how much damage it may take before collapsing. This value is brought down through the direct hit of an attack from a unit. When this value reaches 0, the building will collapse, killing any units inside and rendering it unusable to either player (See Actors for rundown of each buildings health value). Unlike regular units Buildings do not regain health and their status, both in terms of health and whether they have been destroyed, will be carried over to the next battle in that sector.
Navigation
Operational Map
Players move their companies around at the Operational-Level through the Operational Map (See Stages) and this map is split into a number of sectors, each one representing a point on the map and correlates to a Tactical-Level map for that area. By using a grid-based system such as this, player decisions have been streamlined, with the transition between that sector and Tactical-Level gameplay easier to understand. Furthermore, through the use of markers on each sector to show the location of Key Buildings and spotted enemy companies, the player shall have landmarks in which to base their plans movements around.
Mini-Maps
The Mini-Map may be used by the player to identify the location of important points on the map during Tactical-Level gameplay:
Entity
The players own units Red (If the player is OpFor) Enemy units within the players units line of sight Buildings Key Buildings Red (If the player is NATO) Blue (If the player is OpFor) Purple Green Blue (If owned by NATO) Objective Points Red (If owned by OpFor) Grey (If neutral) Nicholas Edwards Indirect Strike www.nicholascedwards.co.uk 155
By utilising the Mini-Map the player may quickly glance over the known state of the battlefield as whole while they focus upon a specific point of the battle, allowing the player to understand the location of key points in the battle and quickly direct as their forces if wished.
Overview Maps
By giving players the chance to view the map before entering Tactical-Level gameplay shall allow for better planning on the part of these players as they may compile their strategy before being forced to act. The ability to plan ahead will ultimately allow for greater use of the maps main features and help the player navigate themselves the moment they start the battle.
The main method of directing players once they have entered Tactical-Level gameplay shall be for them to direct themselves towards captured and defending the Objective Points which are placed at different points across the map. These points give the player a goal to aim toward in gameplay and allow the level designer to orchestrate the main flashpoints on each map, in the knowledge that the player shall be aiming for and navigating toward these locations.
Interface
HUD
Operational Map Strategic Factors
Displays the current statement used to mark the status of the Strategic Factors (See Core Gameplay).
Unit Information
Shows the current information for the company currently selected on the Operational Map.
The current Psychological Current Combat State Vulnerability Level Current level of Exhaustion
Title
Description A rundown of every Infantry squad and unit within the Company
Squads and other units will be shown, along with any information on their type and in the Company shaded to reflect their physical state. The combat state currently selected for that unit (See Combat State). The current mental state of the Company, based off an average of Psychological Vulnerability Level psychological factors of each unit at the Tactical-Level (See Psychological Factors under Behaviours). The current exhaustion level of the unit, based upon the amount Exhaustion of combat entered and its ferocity (See Psychological Factors under Behaviours).
Sector Information
An information box of any details related to the currently selected sector (See Core Gameplay for details).
Layout: Currently Under the Control of: Current status of the control of this sector Key Buildings
Layout
Title
Description The side with currently controls the area, this is judged from what side the last unit to occupy that sector singularly or if it is currently being contested by the two sides in an on-going engagement. States available:
NATO controlled OpFor controlled Contested (Both sides are currently fighting an engagement in this sector.) Displays any buildings under the Key Buildings category within
Key Buildings
the sector that are also still standing. (See Buildings under Actors for details of what buildings make up the Key Buildings list).
A button located within the information box. By left clicking this button, a top-down image of the map used for Tactical- Level Layout battles is displayed. This aims to also players to plan their engagements in advance, allowing for a greater tactical depth to their thinking.
Psychological Vulnerability Update If the Psychological Vulnerability Level of a company has changed due to the actions taken then the status of this factor shall be updated and the player informed (See Core Gameplay for details). The company in question shall be highlighted and the following information displayed:
Layout: Previous Psychological Vulnerability Level: Statement Next New Psychological Vulnerability Level: Statement
Description The Psychological Vulnerability Level of the company before the most recent change. The current Psychological Vulnerability Level of the company now that it has changed. Either moves to the next company in-line to be updated or proceeds to the next step (See Core Gameplay for details).
Next
Once an Airpower Mission has been completed, the following information is displayed to the player to inform them of the success of that mission (See Airpower under Core Gameplay).
Layout: Airpower Mission Report Units Killed List of Units killed by this mission
PSYOPs Menu
The PSYOPs Menu is where the player may utilise the PSYOPs side of gameplay (See PSYOPs under Core Gameplay).
Leafleting
Title Broadcasting
Description By left clicking this button the player shall have be able to utilise the Broadcasting PSYOP (See Core gameplay). By left clicking this button the player shall have be able to utilise the Leafleting PSYOP (See Core gameplay).
Leafleting
Airpower Menu
Through interaction with the Airpower Menu, the player may order the use of airpower on the Operational Map (See Core Gameplay).
Direct Strike
Guard
Description By left clicking this button the player shall have be able to utilise the Area Bombing Airpower Mission (See Core gameplay). By left clicking this button the player shall have be able to utilise the Direct Strike Airpower Mission (See Core gameplay). By left clicking this button the player shall have be able to utilise the Guard Airpower Mission (See Core gameplay).
Direct Strike
Guard
Turn Change
Title Execute
Description By left clicking Execute, any actions the player has made that turn shall be carried out (See Core Gameplay).
Description Once this button has been selected the battle shall begin.
In-Battle
If the player has selected a unit belonging to them during a Tactical-Level battle then the Unit Information Menu shall appear and feedback the status of that unit.
Layout: Unit Information Unit Type Psychological State Fear/ Courage Cohesion Willingness to Kill Tactical Situation Statement Statement Statement Statement Ideology Discipline Exhaustion Statement Statement Statement
All options correlate to the use of orders in Tactical-Level gameplay (See Core Gameplay).
When the player highlights a building during gameplay, the following information shall appear next to their cursor:
Layout: Current Health Cover Rating Current Health Value Current Cover Rating Value
Description The current health level of the building How much cover this building affords units If the Building is a Key Building then it shall be described here.
Post-Battle Report Layout: Winner Name of Victor NATO Units Destroyed or Fled List of all NATO units destroyed during the battle OpFor Units Key Buildings Destroyed Destroyed or Fled List of all OpFor units List of all Key Buildings destroyed during the destroyed during the battle battle Next
Description Name of victorious side or Indecisive if one was not found. A list of all units destroyed or fled in battle in order of when they were removed from play. A list of any Key Buildings destroyed during the battle in order of when they were demolished. Finishes the battle and either returns to the Operational Map or the Main Menu if multiplayer.
Next
Flee
The player shall be able to flee the battle through left clicking on the Flee button.
Menus
Continue
New Game
Load Game
Multiplayer
Options
Exit
Continue
The last game saved by the player shall be reloaded. If no such game exists then this option shall not appear.
New Game
Starts a new game by opening the Game Set-Up menu (See below).
Load Game
DD/MM/YY
The name the player entered for the save-game The date (DD/MM/YY) that the save-game was created on. Loads the selected save-game. To select a save-game, the player
must hover over its name in the Save-Game Name list and left click the title with the mouse.
Multiplayer
Options
The options menu shall allow the player to modify the game settings to conform to their own needs.
Layout: Graphics
Sound
Controls
Multiplayer
Main Menu
Graphics
The player shall have the ability to modify the graphical settings for the game to fit the capabilities of their computer.
Option
Description The level of detail of the 3D models used in the game. One of:
3D Model Quality Very Low, Low, Average, High, Very High The level of detail of the textures of 3D models and 2D images 2D Texture Quality used in the game. One of: Very Low, Low, Average, High, Very High The level of detail of the lighting used. One of: Lighting Quality Very Low, Low, Average, High, Very High The level of detail of any reflections created. One of: Reflection Quality Very Low, Low, Average, High, Very High The current screen resolution used. One of: Resolution 800x600, 1280x800, 1680x1050 Picks the graphical options for the player automatically, based off Auto-Set of their detected computer specifications.
Sound
Sound Options allow the player to adjust any setting related to the audio of the game.
Option
Description Sets how loud the in-game sound is, using a slider, on a gradient
Volume Level from 0 100 The quality of any sound used. One of: Sound Quality Very Low, Low, Average, High, Very High By selecting this option the player shall be allowed to test their Mic Test microphone through a visual indicator of the current input level of that microphone.
Controls
This option shall display the full list of controls used by the game and allow the player to modify them to their own personal tastes (See Moves for defaults).
Name of Move
Restore Defaults
Edit Key
Displays a list of all the moves used in game (See Moves for Move: details). Displays a list of key, button or mouse click inputs used, in order of Current Input Used: the moves they correlate to. Reverts the Current Input Used list to that of the default settings Restore Defaults (See Moves). Once the player has selected an input they wish to edit, by left clicking it in the current Input Used list, then by clicking this Edit Key: button they shall be allowed to change it. Once this has been selected then the player may simply press any input they wish to change to, unless that input has already been utilised.
Multiplayer
By selecting Multiplayer, the player shall be able to edit the name that they will be depicted by when playing a multiplayer game.
Displays the current name used for the player when in Multiplayer Name multiplayer. If the player left clicks this button then the current Multiplayer Name shall be cleared and the player given the opportunity to Edit Name: type a new one. By then pressed Enter the new name shall be confirmed.
Main Menu
Random Occupation Overthrow Strategic Objective Counter-Invasion Destruction of Facilities Destruction of Military Capabilities Cancel Information Begin
By left clicking on either the NATO or OpFor button the shall Choose Side highlight the side they wish to play as. Default = NATO. The list of Strategic Objectives (See Core Gameplay) that the Strategic Objective player may select as their beginning point for the campaign. Default = Random Cancel Returns to Main Menu Delivers extra information on the Strategic Objective currently Information chosen (See Core Gameplay for details). Confirms these settings and launched a campaign game (Core Begin Gameplay).
Choose Map
Cancel
Map information
Begin
By left clicking on either the NATO or OpFor button the shall Choose Side highlight the side they wish to play as. Default = NATO. Choose Map Find Player Set-Up Game By clicking on this area the player may choose a map to play on Lists any open games running online Allows a player to set-up an online game under these settings Allows the player to designate whether this game is to be played LAN/Online online or locally Password Y/N Allows the player to set a password for the game if needed
Returns to Main Menu Shows a large-scale version of the map chosen. Confirms these settings and launched a campaign game (Core
Begin Gameplay).
Pause Menu
The Pause Menu may be accessed by selecting the Pause Game button (See Moves) anytime during the Main Campaign (See Core Gameplay).
Main Menu
By selecting this option the player shall be able to save their current progress, whether this be on the Operational or Tactical Save Game Maps (See Core gameplay). The player shall then be taken to the Save-Game Menu (See below). If the player choices to load a saved game they shall be moved to Load Game the Load-Game Menu (See below). Main Menu Returns to Main Menu
Layout: Save Game Name Textbox for new Save Game name Name of Saved Game New Save Game/Overwrite Save Game Main Menu DD/MM/YY Delete Saved Game Date Saved
The name the player entered for the save-game The date (DD/MM/YY) that the save-game was created on. A textbox allowing for the player to set what they wish the save
game to be called. If this is the same as an already saved file then it shall be overridden. If the Save Game Name is unique then this button shall be
labelled New Save Game. If not then it will be Overwrite Save Game. For both a new save game shall be made for that player.
Screens
Operational Map
Strategic Factors
PSYOPs Menu
Operational-Map
Airpower Menu
Unit Information
Sector Information
Execute Turn
Levels
Operational Map
Level Overview
Sectors
Concept
OpFor Nation
The basis of the campaign shall be the OpFors home nation, based upon a small fictional Middle-Eastern oil-rich dictatorship. The state is mostly open desert with small rural outposts and five major urban settlements, including the capital in the countrys centre.
The OpFor shall start in control of all sectors within their state at the start of any game mode.
Allied State
The NATO player shall always start within the borders of the Allied State, a nation bordering the OpFors to the south that is friendly towards NATO states and with a history of animosity with the OpFor. The only part of the nation seen in-game shall be the desert plains that cover its border-areas and this area shall be under the control of the NATO player at the start of the game. The loss of this area to the OpFor shall result in the NATO player being unable to bring in reinforcements (See Core Gameplay).
A small emirate on the eastern border of the OpFors nation upon which the OpFor sees as a part of its territory. If the game mode is set to Counter-Invasion then this state shall start in the possession of the OpFor, the condition for victory being change this completely to NATO.
However, if the game started off as any other Strategic Objective (See Core Gameplay) then this area shall be Neutral #1 and as such cannot be entered by either side.
Neutral #2
Neutral #3
Neutral #4
A permanently neutral nation to the south-east of the OpFors nation, between the Allied State and the Invaded State.
NATO Starting/Reinforcement Point All companies spread evenly throughout the Allied State
OpFor Starting Point All companies spread evenly throughout the Counter-Invasion Invaded State All companies spread evenly throughout the All Other NATO Strategic Objectives OpFor State OpFor Reinforcement Point Inside the Capital or in the sectors surrounding it
Tactical Maps
Geography Types Overview
Every sector shall have a type upon which its design is based on, as well as some mechanical differences as well.
Rural
Rural levels constitute small outlying settlements across the OpFor nation and shall have the following attributes:
Mostly Desert Large Open Areas Some Small Buildings in Small Clusters Any Roads to be Mostly Off-road Tracks Small Reservoir
Urban
Urban areas include any of the major cities within the OpFor nation or the Invaded State and these levels shall abstract the battle for the city to a smaller central neighbourhood within.
However, the NATO player must take care when fighting in an Urban area, with strategic implications if too much force is used, based upon the destruction caused during battle (See Behaviours). As such these sectors are best tackle by Infantry companies that cannot only utilise the buildings more effectively, but do so with far less destruction.
Mostly Buildings Some Smaller Open Parkland or Squares All Paved Streets Between Buildings Nicholas Edwards Indirect Strike www.nicholascedwards.co.uk 187
Plain
Plains are the open desert that constitutes the majority of the OpFor nation and is dominated by large open areas that are more effectively handled by armoured companies that can utilise the area for manoeuvring and not be as vulnerable in the open as Infantry.