2021-04-15 13:31:59 -05:00

200 lines
10 KiB
Plaintext
Raw Permalink Blame History

This file contains invisible Unicode characters

This file contains invisible Unicode characters that are indistinguishable to humans but may be processed differently by a computer. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

Ogre Docs Part I
typed up by
Digital Monk
HISTORICAL PERSPECTIVE:
The tank-type vehicle, considered obsolete by the end of the 20th
century, ruled the battlefields of the 21st.
Several factors led to the reappearance of mechanized warfare. The first
was the development of biphase carbide armor (BPC). Stronger than any
steel, it was also so light that even an air-cushion vehicle could carry
several centimeters of protection. The equivalent of a megaton of TNT
was needed to breach even that much BPC armor - which meant that, in
practice, nothing less than a tactical nuclear device was likely to be
effective.
Infantry, which had for a time eclipsed the tank, declined in
importance. Although an infantryman could carry and direct a tactical
nuclear missile, he had to be extensively (and expensively) protected to
survive the nuclear battlefield. Thus, the "powered suit" was developed.
Four cm of BPC, jet equipped, it could guard a man for about a week (in
increasing discomfort) from shrapnel, background radiation, and biochem
agents. However, the cost of equipping infantry reduced their value.
They were still more flexible and maneuverable than armor, and now they
were almost as fast - but they were no longer cheaper.
Long-range nuclear missiles, which had been expected to make a mockery
of "conventional" operations, likewise declined in value as jamming
technology and laser countermeasures improved. Without satellite
guidance, no missile could hit a less-than-city-sized target at more
than 30 km - and no combatant could keep a spy satellite operational for
over an hour. Missiles big enough to carry jam-proof guidance systems
were sitting ducks for the big laser batteries - for, although lasers
had proved too temperamental and fragile for battlefield use, they were
fine as permanent antiaircraft units.
Thus, the tank-type vehicle - fast, heavily armed and armored, able to
break through enemy positions and exploit disorganization - returned to
wide use. And once again, planners fretted over priorities. More guns?
More armor? More speed? Increase one and lose on the others? Increase
all and build fewer units?
Some interesting compromises appeared. The 21st-century infantryman,
especially with the later "heavy powered suit", was a tank in his own
right, at least by 20th-century standards. The armed hovercraft or
ground effect vehicle (GEV), equipped with multi-leaf spring skirts for
broken ground, could attain speeeds of 120 kph on any decent terrain,
and 150 on desert or water. Conventional tanks were slower but tougher.
All fired tactical nuclear shells.
The ultimate development of the tank-type weapon, though, was the
cybernetic attack vehicle. The original tanks had terrorized
unsophisticated infanty. The cybertanks terrorized "everyone", and with
good reason. They were bigger (up to 50 meters), faster (hovercraft
models proved to vulnerable, but atomic-powered treads moved standard
units at 45 kph or better), and more heavily armed (some had firepower
equal to an armor company). And two to three meters oof BPC armor made
them nearly unstoppable. What made the cybertank horrifying, though was
its literal inhumanity. No crew was carried; each unit was wholly
computer-controlled. Although true mechanical intelligence had existed
as early as 2010, and fully automated factories and military
installations were in wide use by the middle of the century, the
cybertanks were the earliest independent mobile units - the first true
war "robots".
Once the first cybertanks had proved their worth, development was rapid.
The great war machines aroused a terrified sort of facination. Human
warriors devoutly hoped never to confrount them, and preferred to keep a
respectful distance - like several kilometers - even from friendly
ones. They were just too big.
One fact, more than anything, points up the feeling that developed
toward the cybertank. Unlike other war vehicles, they were never called
"she". Friendly units of the speaker's aquaintance were "he"; otheres
were "it". And the term "cybertank" was rarely used. People had another
name for the big war machines - one drawn from the early Combine units
and, before that, from dark myth. They called them Ogres...
THE GAME:
Ogre is a game of mechanized tank warfare set in the 21st century. A
cybernetic fighting unit - the Ogre - has been sent to destroy the
opponent's strategic Command Post, which is guarded by an armor
battalion. The Ogre's primary objective is to destroy the Command Post;
destruction of all other units is its secondary objective. The armor
battalion has but one objective: Defend the Command Post. To do so, they
must destroy the Ogre.
Making Choices: Choices are made in OGRE through the use of the pointer,
a black, triangular object that can be moved around with a mouse
joystick, or keyboard.
Clicking: Some selections in OGRE are made by first moving the pointer
to the desired object or option, then pressing and quickly releasing the
button. This is referred to as clicking.
Dragging: Another method of designating choices is by dragging. Dragging
is accomplished by placing the pointer over the desired object then
pressing and holding the button while moving the pointer to another
location. Releasing the button completes the drag.
Pulling Down the Menu: In the upper right corner of the screen are two
menus that can be pulled down. The first is titled "Menu" and the second
is "OSI". To pull down either menu place the pointer over the desired
title and press and hold the button. The selected menu title will become
highlighted and a list of commands will appear beneath the title.
Releasing the button without moving the pointer will cause the menu to
disappear.
Choosing Menu Commands: Menu commands are chosen by using the dragging
technique. Position the pointer over the selected menu title and pull
down the menu by pressing the button. While holding the button down,
drag the pointer to the desired menu command. As the pointer moves
through the menu, each command is highlighted releasing the button
selects it. If you change your mind about choosing a command, move the
pointer off the menu, or back up to the title, then release the button.
Nothing is chosen unless you release the button while one of the
commands is highlighted.6
Using the Keyboard: A mouse (if available) or joystick is highly
recommended for playing OGRE. OGRE can be played using the keyboard to
move the pointer and to simulate clicking or pressing a button, or it
can be played entirely with pointing, clicking, and dragging without
reference to the various input devices.
Dimmed Commands: When "Menu" is pulled down, some of the commands are
less distinct than others. These less distinct commands are referred to
as dimmed. Dimmed options are ones that cannot be used at that time.
Dialogue Boxes: Whenever additional info is required to complete a
command, a dialogue box appears. Dialogue boxes usually have special
areas called buttons to click, such as "ok" or "cancel". Sometimes they
present further options for selection. Dialogue boxes are also used to
warn you if you're about to do something that is irreversable. For an
example of a dialogue box with general information, select "About Ogre"
from the OSI menu. Clicking the "ok" button removes the dialogue box.
THE BATTLEFIELD:
General: The defender's Command Post has been located in the most
defensible terrain available - a battered strech of land 22.5 kilometers
wide by 33 kilometers long (14 miles by 20.5 miles). It is bounded on
three sides by impassable swamp and on the fourth by a very deep wide
river. A map representing the standard battlefield is displayed on your
computer screen. The map is divided into hexes, each representing an
area 1500 meters (0.93 miles) across.
Viewing the Map: Only half of the map can be viewed at one time. The map
can be moved vertically by clicking on one of the arrows positioned at
the four corners of the map. At the upper left and lower left corners of
the map are arrows with horizontal bars at their tips. These arrows are
used to display the top or bottom half of the map. Clicking on arrows in
th upper right and lower right corners moves the map up or down one hex
at a time.
Craters: The battlefield is scarred with craters from past nuclear
detonations. Craters are represented on the map by solid circles.
Nothing may move into or over a crater. It is possible, however, to fire
across craters.
Rubble: The battlefield is further obstructed by great piles of earth
and rubble. These piles of rubble are represented on the map by solid
black lines along the edges of hexes. Only the Ogre and infanry are
capable of moving across this rubble. Other armor units cannot cross.
Any unit can fire across the rubble.
Areas: The standard battlefield is divided into two basic areas. The
majority of the map (the top 16 rows of hexes) is referred to as the
"obtructed" area. This is the area containing all of the craters and
rubble. The bottom 6 rows of hexes, free of craters and rubble, are
referred to as the "clear" area. both the left-most and right-most
column of hexes contain only one crater. These craters are located in
the 7th hex down from the top. A line drawn between these two crater
hexes is referred to as the "crater line". The obstructed area, clear
area, and crater line are referred to during the initial deployment of
defensive forces.
THE COMBATANTS:
The combatants are rated by Combat Factors. The main combat factors are
a weapon's Attack Strength, Attack Range, and Defense Strength. Attack
Strength reflects a weapon's destructive power. The effective distance a
weapon can reach is its Attack Range, and a unit's capability to
withstand an attack is referred to as it's Defense Strength. These
factors will be further expanded upon when discussing combat.