Game Mechanics Every Space Combat Sim Should Have: Part Two: Weapons and Combat

Updated: Feb 11


A Terran Leviathan cruiser fires upon a Shivan Manticore Interceptor From the FreeSpace Source Code Project
A Terran Leviathan cruiser fires upon a Shivan Manticore Interceptor. From the FreeSpace Source Code Project

Welcome back, everyone! In the last article we looked at the controls, navigation and other ‘non-fighty’ features an ideal Space Combat Sim (SCS) should have. In this, the second and concluding article we will investigate what we are really interested in - the juicy Zero-G combat. Let’s dive in.

1) A wide Variety of Strike Craft with Distinct Roles



No matter how cool your ship is, flying the same thing day after day, year after year can become boring. Therefore, a range of ships of different sizes and specialities should be available, whether this is by purchasing them yourself as in Elite Dangerous or being able to choose ships for specific missions as in FreeSpace.

Elite Dangerous Ship Scale 2019 Edition


0:21 - I guess Homeworld isn’t the only game with a Space Banana…

Video by Mat Recardo



2) Lots and Lots of Guns!



Any SCS worth its salt should feature a range of different guns. These could include hit-scan beam weapons which obviate the need to lead the target - such as those used by the Minbari’s Nial fighter in The Babylon Project. Other guns could include kinetic energy weapons, e.g. the mass accelerator cannons used by Battle Star Galactica’s Vipers and ‘bolt’ weapons fired by TIE fighters and X-Wings from Star Wars - which are erroneously called ‘lasers.’


Gimbaled auto-targeting weapons, such as those that can be equipped in Elite Dangerous, should also be an option. This will be most useful for gamers who suffer from ‘can’t hit the side of a bus’ syndrome, and for less agile ships that cannot turn on a dime.

Elite Dangerous: 2.2.03 - Gimballed weapons


Video by FG



Ideally, some of these guns should have specialist uses, whilst others should remain general purpose. The first two Colony Wars games, Colony Wars and Colony Wars: Vengeance, suffered from over specialized guns - one type for energy shields, one type for the target’s hull. Both were next to useless if used against the wrong target.


This necessitated swapping weapons mid dogfight which was far from easy. This was made worse by a sub-optimal control scheme which did not make the most of the PS1's controller. (Or at least, there wasn't a control option that was optimal for me.)


Colony Wars: Vengeance ... (PS1)

Choose purple for shield, orange for hull…

Video by 10min Gameplay


The far superior third instalment, Colony Wars: Red Sun retained these anti-shield and anti-hull ‘lasers’, but also introduced general-purpose ‘lasers’ which were pretty good (but not great) against both. Loading up your fighter with these made gameplay flow seamlessly. It might take a little longer to down an enemy with them, but it felt far more ‘user friendly’ and intuitive.


Colony Wars III - Red Sun

…or choose green for everything

Video by김춘삼


Another workaround is to enable a fighter to mount both sets of weapons and fire both at the same time, perhaps with the penalty of a reduced rate of fire and/or greater energy/ammo usage to prevent them from being overpowered. This too will avoid having to swap weapons mid-dogfight.


The FreeSpace franchise is an excellent example that uses both methods. It features special-purpose and general-purpose guns, and the ability to mount and use multiple guns of various types at the same time. This gives the player considerable freedom regarding their load-outs, allowing them to match their weapons to their play style or the demands of a specific mission.


3) Lots and Lots of Rockets, Missiles and Bombs



All good Space Combat Sims should include a variety of ordnance to fire at your digital enemies and for your enemies to fire back at you and your allies. Dumbfire rockets, swarm missiles, heat seekers, long-range missiles, anti-subsystem / turret missiles, anti-capital ship torpedoes, and possibly even free-fall bombs (for land attack), to name but a few, should all be included. The FreeSpace franchise, and especially mods for it such as Blue Planet, feature extensive arsenals of such weapons.


Needless to say, you should be given flexibility in choosing your loadouts unless there is a mission-specific or economic reason not to - i.e. you can't afford the weapons you want in a space trading sim.


There are a number of recent real-world missile innovations which I would love to see implemented in-game. One of these is semi-guided rockets, such as the real-world laser-guided APKWS weapons. A barrage of rockets that will almost certainly hit your target so long as you keep it near the middle of your HUD would be devastating at ‘knife fight’ ranges.


Another is ‘lock-on-after-launch’. If you have played a lot of SCSs you will probably have found yourself firing off a missile a split second too early - i.e. before you had gained target lock. Wouldn’t it be great if your just-fired missile could then home in on the target? Some modern missiles already allow for this, a feature called lock-on after launch. Implementing this in-game would be a godsend in a hectic furball of a dogfight.


A third real-world innovation is the capability of simultaneously tracking and locking on to multiple targets, then firing missiles at them in quick succession - a process known as ripple-firing. Now imagine you are facing an in-game swarm of fighters which you need to take out quickly. The ability to lock on to all these fighters at the same time, and then ripple firing missiles, or even launching a simultaneous salvo of missiles, at them would be a game-changer. You can see an example of this below.


FreeSpace Blue Planet: Age of Aquarius - Warmachine

This footage was taken from the deliberately bombastic and overpowered ‘Warmachine’ Remix

Video by EatThePath



4) Mid-Mission Refuelling, Re-Arming and Swapping Loadouts



In heavy combat, your supply of missiles and ammo for ballistic weapons can run low alarmingly quickly. If the game uses a finite fuel mechanic, with that fuel running out faster when using afterburner (as was the case with the original Wing Commander) then this too can run out before the mission’s end.


One obvious solution to this is to be sparing with their use. This can be advantageous for games aiming for realism as it introduces resource conservation into the mix, which can raise both the tension and the challenge.


For more action-orientated games, a mechanic allowing the player to rearm and refuel their craft mid-mission should be considered. This could be via collectable pick-ups - as in Star Trek: Invasion, docking with a resupply craft - as seen in the FreeSpace franchise, or by making a ‘pit stop’ on a carrier.


Consideration should be given to enabling players to change their load-outs during resupplies and as to whether damage to the player’s craft can be repaired during this process. Sandbox (space box?) games could also feature skimming the atmospheres of gas giants and possibly even stars to replenish their fuel reserves.



Elite Dangerous: Fuel Scooping for Beginners