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Archive for the 'Halo Wars' Category

Under The Hood of the Halo Wars Combat System

Posted in Halo Wars, Microsoft on May 18th, 2009

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The simulation system of any RTS can at times be hard for the players to unravel exactly what is going on so today we are taking a quick look at the core systems comprising the Halo wars combat system. 

 

In Halo Wars every combat unit has an armor type and at least one weapon (often more), while each weapon has its individual damage, damage type and accuracy stats.  Every attack in halo wars has a specific weapon associated with it even special attacks such as grenades or canister shot have separate specific weapons just for that special to use.

 

Accuracy

The first item we will look at it is the accuracy system in halo wars and how individual projectiles are directed when fired at the enemy.  Every weapon has individual accuracy ratings that determine how accurate the attacks it makes are; the first rating is a straight chance to have the projectile be fired true while the second rating is used to determine how far off the aim is if the attack is not perfectly accurate.   After the projectile is fired all that is left to find out is what unit is actually hit as a weapon can “roll” a miss and the enemy can move into the projectiles path.

 

Damage

After a projectile actually hits a target comes stage two of combat where the armor type of the unit being hit and the damage type being applied are used to look up a damage modification.  The final damage is calculated by multiplying the base damage by this damage modifier. 

 

A simple example of this is a marine firing on a scorpion with his rifle which for this example we will say does 10 base damage, now then the scorpion is armor type “Heavy armor” and the rifle does damage type “small arms fire” so we cross reference small arms fire and heavy armor on the table and get 0.4 modifier.  The final damage will 4 damage done to the scorpion tank, calculated by taking the base damage (10) and multiplying Is by the modifier (0.4).

 

Wrap up

Overall the damage system is relatively straight forward with the main complexity coming from the number of armor and damage types but where feasible like type weapons share like type damage types.  The machine gun on a scorpion does the same damage type as on the warthog for example.  Also most game units have a fairly straight forward armor type except for a few special cases I will not be covering (but they are not important for this article).

 

Timotron


Some base Armor types in Halo wars

·         Light infantry:                    Marines, Grunts, Jackals, brutes, Elites

·         Heavy Infantry:                 Flamethrowers, Hunters, Cyclops

·         Medium Armor:                     Warthogs, Ghosts, Choppers, Wolverines, Cobras

·         Heavy armor:                     Scorpions, Wraith, Elephants, Scarabs

·         Aircraft:                                Hornets,  Banshees, Vultures, Vampires

·         Building:                               Bases, Buildings, Turrets

 

Some example damage types

  •  
    • Plasma pistols and rifles
    • Plasma cannons on ghost, banshee and wraith
    • Heavy machine guns on warthog, scorpion and hornet
  • Heavy MG and plasma

  •  
    • Wolverine anti air missiles
    • Turret anti-air missiles
    • Vulture anti-air missiles
    • Vampire heavy needles
    • Turret anti-air needles
  • Anti air missiles/ needles

  •  
    • Marine grenade/ RPG special attacks
    • Grunt plasma grenade special attack
    • Warthog grenadier
    • Wolverine grenade mortar
  • Grenades

  •  
    • Rebel snipers
    • Jackal snipers
  • Sniper attacks

  •  
    • Flamethrower
    • Flame mortars
    • Covenant anti-infantry plasma mortar turret
  • Flames

Damage type/ armor type lookup table (real numbers from the Halo Wars database)

 

Light infantry

Heavy infantry

Medium Armor

Heavy Armor

Aircraft

Buildings

Heavy MG and plasma

160%

120%

120%

40%

180%

40%

Anti air missiles/ needles

120%

120%

100%

60%

300%

60%

Grenades

80%

60%

160%

120%

80%

160%

Sniper attacks

400%

300%

40%

20%

40%

20%

Flames

300%

200%

40%

20%

40%

40%

HaloWars.com New Skirmish Maps Feature and Maps Dev Blog

Posted in Halo Wars on May 16th, 2009

We’ve introduced a new feature here imagesh32.jpg The Skirmish Maps section of the website now has information on the map, and huge desktop sized pictures so players can plan their attacks. They also include some tips from Designers on how to get the drop on your opponents! More maps will be coming along every week.To coincide with the launch of the Skirmish Maps section one of our artists, Bryan Hehmann, talks about the Map Environments process, and all the work it takes to get a map ready to ship.

Halo Wars

Posted in Halo Wars on December 28th, 2007

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Halo Wars

Posted in Halo Wars on December 28th, 2007

halowars3.jpg                                                                                       When Asked why the upcoming Halo Wars will be a success, Ensemble Studios Lead Designer Graeme Devine told GameTap, “we’ve got magic in the disc.”

Ensemble, the developer behind Age of Empires,  has a long and successful history with the RTS genre, but even so Devine feels that Halo Wars is something special. “I believe we will be huge not just because I believe, but because when we put the controller in your hands, you will believe too,” he said.

When asked how much freedom Ensemble had been granted by (Halo creators) Bungie regarding the Halo story, Devine did mention that “there is nothing more important with the Halo canon than respecting it,” but that Bungie had been shown Ensemble’s work on the title and that they were allowing Ensemble to create the title as they see fit.

Devine said that Halo Wars‘ gameplay is going to be more action-focused than Ensemble’s previous RTS titles, which emphasized efficient resource management as much as where to aim one’s trebuchets.

According to Devine, Halo Wars will feature “no digging in the dirt”, a reference to the idyllic farms of Age of Empires, though he never quite defines what Halo Wars will feature as an alternative.

While we’re sure they were hoping for more solid information (specifically, some info regarding the plot) from the Q&A, Halo fans should be comforted to see a company with as much RTS experience as Ensemble working on their beloved franchise.

Though, when he was quizzed on how Ensemble would court fans of the series with their titles, Devine said “I think the fans are a very intelligent bunch–just read the forums–and are looking for a new Halo experience.”

We’ve read those forums he mentioned and can’t tell if Mr. Devine has a razor-sharp, hilarious sense of sarcasm, or if he was being sincere. Anyone care to guess?