Implementing the Killocats

 

This document discusses how the special properties of the Kilrathi - as they are described in the Wing Commander games, the Wing Commander books and the Wing Commander movie – can be implemented into the Killocat race for Version 4 of VGA Planets. Special emphasis has been placed on those properties that will require changes in the host and/or player interface program of VGA Planets version 4.

 

In this text the term “Kilrathi” refers to the original race in the Wing Commander universe and the term “Killocats” to the race

 

 

Designing the Killocats

 

When designing the special properties for the Killocats, I tried to keep the following principles in mind:

  • to model the race closely after the properties of the Kilrathi as they are described in the Wing Commander games, books and the movie, so that a player will recognized them and will enjoy to play the race
  • to make the race unique and different from all other existing Version 4 races, so that the addition of one or several Killocat races to a game add to the strategic and tactical options of all players
  • not to require changes to the data structure describing fighters and other objects and as little changes as possible to the data structure of ships
  • not to require any additional new windows in the player interface program to command the Killocats.

 

 

 

The Implementation of Fighters in General

 

Fighters play a paramount role in Wing Commander – both for the human side and for the Kilrathi. Their relative firepower is much larger than the firepower of the fighters typically used in VGA Planets: a handful of fighters, well even a single well piloted fighter alone can destroy several much larger capital ships. There are two ways to represent this in VGA Planets:

 

a) We could convert the Kilrathi fighters into very small (high speed, low range) ships and allow the carriers to transport a reasonable number (let’s say 20 to 30) of these ships in their hulls around. Such small “fighter-ships” could be equipped with the necessary on-board ship devices to perform the special missions that the Kilrathi would use their fighters for like scouting, mine dropping or mine sweeping. However the disadvantage would be that such fighters are incompatible with the fighters of all other races (the Killocats would not have any “normal V4 fighters” at all in this scenario), would be more difficult to command as wings and would use far more object slots.

 

b) We could down scale the Kilrathi fighters into a less powerful version that can be used in numbers compatible with the other fighters in the game. Naturally such fighters that are part of a strategy game are less similar to the fighters that can be found in a fighter combat simulation like Wing Commander, but they do allow a Killocat race that can be commanded better with the current game interface and in a more consistent way to the operation of the other races.

 

I have tried to find a good way to use the second approach for the race design.

 

 

Specialized Fighters

 

In the games and in the books the Kilrathi have several different types of fighters that fulfill different roles. They have agile hunter fighters armed with beams and missiles that fight well against other fighters and less maneuverable bomber fighters armed additionally with anti ship missiles (called “torpedoes”) that perform well against capital ships but poorly against fighters. The torpedoes work so well against capital ships, because a special Kilrathi invention allows them to pass through all shields and hit the armor and ship hull directly (typically it takes only one torpedo hit to destroy a small capital ship and two to three torpedo hits to destroy a large capital ship). The torpedoes are of little use against fighters because they need about 30 seconds to lock onto their target (during this time span they have to decode the frequencies used by the shields, so that they can pass through them).

 

The Kilrathi have also a cloaking fighter that cannot be detected while being cloaked. This fighter has to decloak briefly in combat to fire its weapons, but it is nevertheless hard to hit, since it recloaks immediately after firing.

 

In order to implement this variety between the different fighter types, Tim Wisseman has suggested and agreed to declare the Killocat fighters as special and to add additional code for them into the host program.

 

The Killocat fighter type 1 will be the hunter fighter. This fighter can fire its missile only against other fighters, but not against capital ships or ground targets. Therefore it will fight well against fighters and only marginally against capital ships (only with its beam weapons).

 

The Killocat fighter type 2 will be the bomber fighter. This fighter can fire its missiles only against capital ships (and ground targets), but not against other fighters. The missiles will be special torpedoes and will be able to arc through all shields and to hit the ship armor (or the ship systems, if the armor is gone) directly. Therefore the Killocat bomber fighter will fight poorly against fighters, but well against large targets.

 

The Killocat fighter type 3 will be the cloaking fighter. It will have a very high evasive value (which might be reduced, if a Tachyon Emitter is close by) that will make it very hard to be hit in combat. Fighter wings that contain only this fighter type will also be considered as being cloaked – in the same way as the Bird fighter wings are cloaked (although the idea for the cloaked Killocat fighter type was developed much earlier than the idea for the cloaked Bird fighter wings).

 

 

Fast Long Range Fighters

 

Both sides of the Wing Commander universe have fighters that can fly faster than capital ships and can operate for a limited time independently away from their bases or carriers. However most fighters lack a hyper jump engine (the experimental Excalibur is an exception) and the necessary long term life support modules for really long travels.

 

Since there is (at least for me) still some confusion about the speed or combat quickness value of fighters, I explain here what I want to achieve with my settings for the fighter values. All Killocat fighters should be able to fly 300 lys per turn, which is faster than any non-gravitonic accelerated ship. They should be able to maintain this speed for 2.5 turns without the need to refuel. Therefore their total independent travel range should be 750 lys. Their combat quickness on the other hand does not need to be so exceptional, a good value similar to that of the better fighters of the classic fighter races would be sufficient, probably something in the area of 125. If the current usage of the fighter values does not allow such a setting (if the speed value is used only as combat quickness), I would like to ask Tim Wisseman to declare the Killocat fighter travel range as special and add the necessary code.

 

 

Special Fighter Missions

 

The Kilrathi (and also the human side) in the Wing Commander games perform a lot of tasks with their fighters like scouting, mine sweeping, mine laying. In VGA Planets such tasks would normally be conducted by capital ships. But in order to achieve a sufficiently close resemblance between the original Kilrathi and the Killocats and also in order to create some unique race abilities, it is necessary to find an equivalent for these fighter missions. It is not necessary that the fighters (in a technical sense) actually perform these tasks themselves, as long as it looks, feels and plays in this way (see the Killocat race guide for more information about the purposes of the special fighter missions).

 

Since fighters in Version 4 cannot carry devices nor ship sized ord (to lay mines), I think it is better to carry out the special missions of the Killocat fighter wings actually with the carriers that carry the wings and not the wings themselves. So technically the special Killocat fighter missions become special Killocat carrier missions, because the presence of a Killocat fighter wing on a Killocat carrier will – under certain conditions – give a device or some special ability to the carrier.

  • Wide area reconnaissance: the carrier gets a scanner with a (well working) range of 500lys that does not produce any sensor noise (condition: a wing with at least 250 type 1 fighters docked).
  • Long range mine sweeping: the carrier gets a mine sweeper array and is placed temporarily at the chosen mine sweeping destination to perform the mine sweep (condition: a wing with at least 250 type 1 fighters docked).
  • Long range barbitic mine dropping: the carrier gets a barbitic mine dropper and is placed temporarily at the chosen mine dropping destination to perform the mine drop (condition: a wing with at least 250 type 2 fighters docked).
  • Long range laser mine dropping: the carrier gets a laser mine dropper and is placed temporarily at the chosen mine dropping destination to perform the mine drop (condition: a wing with at least 250 type 2 fighters docked).
  • Long range probing: the carrier gets a tachyon emitter (with a reduced range of only 50 lys) and is placed temporarily at the chosen probing destination to perform the probing. Additionally the ship receives also all the information from all planets in an area of 50 lys around the target destination as if the ship was in orbit of all of these planets (condition: a wing with at least 250 type 3 fighters docked).
  • Long range combat drop: the carrier gets a special long range transporter that can beam the troops down to a planet’s surface even though the ship is not in orbit of the planet (condition: a wing with at least 250 type 3 fighters docked).

 

 

Implementation into the Player Interface

 

Here is a proposal how to implement the controls of the Killocat “fighter missions” into the player interface. The “fighter bays” controls of the “cargo” section (in the ship window) seem to be the natural place to command fighter wings that are docked to a carrier. In the same way as the two red buttons “Launch” and “Launch and Command” are only displayed, if a fighter wing in one or several fighter bays is selected, we could display here two additional red buttons for two special fighter missions, if the necessary conditions are met. As the following screenshot shows, there is enough space on the right side of the two existing buttons to implement the two new buttons.

 

 

 

 

The easiest way to show that a wing has been commanded to perform a special mission would be to change the color of the button. Since the Wide Area Reconnaissance does not require a target or any other input, a single mouse click on the button would be sufficient to activate this special mission. We could write something like “Wide Area Scan” on the button to indicate that the reconnaissance is taking place all around the carrier. Note that the two new red buttons work slightly different than the existing two, because the wing stays docked with the carrier and is not removed immediately from the ship like for the “launch” and “launch and command” buttons.

 

 

 

 

The second possible special mission for the type 1 Hunters fighters is the minesweeping which does require the entry of a target destination. I would suggest to choose the target location – after clicking the second new large red button for the mission – in the usual way by a mouse click in the main star map and to write the target coordinates (and space permitting also the name of the a near-by object or “open space”) onto the button. I have tried to make the new buttons as wide as possible to allow more space for the inscription of the target’s coordinates and name.

 

Note that the target of the minesweeping does not have to be a minefield, the user may direct the wing to any place (within the allowed distance), but the wing will only sweep a minefield, if the wing encounters a minefield at the destination of its mission or on the way to the destination.

 

 

 

 

If the composition of the fighters in a wing allows other special fighter missions to be flown of the carrier, the labels below the red buttons will change accordingly. In the next screenshot you can see the red buttons that will be displayed, if a wing contains a sufficiently large number of type 2 bomber fighters to allow mine dropping missions.

 

We should also handle the unlikely case that a wing is so large, that it contains enough fighters of several types to allow several kinds of special missions. The easiest solution would be that in this case only the missions for the first fighter type that has enough fighters for its special mission in the wing, would be able to fly its missions (example: a wing that contains 300 type 2 bomber fighters and 300 type 3 cloaking fighter would be able only to do mine dropping, but not Search Patrols or Combat Drops).

 

 

 

 

The next screen shot shows a wing that has been commanded to drop barbitic mines in open space.

 

 

 

 

The following picture shows a wing of type 2 bomber fighters that will drop laser mines in the area where an enemy fighter wings has been detected.

 

 

 

 

If the wing contains a sufficiently high number of type 3 cloaker fighters, the special mission buttons for “Search Patrol” and “Combat Drop” will be shown.

 

 

 

 

The following screenshot shows a wing that has been ordered to search a 50 lys radius area around a target point which is in open space.

 

 

 

 

The following picture shows a wing of type 3 cloaker fighters that will drop combat troops on the planet that has been selected as target.

 

 

 

 

Fighter Vulnerability

 

Since fighters play such an important role for the Killocats – they are needed for all special missions and contain most of the firepower of the Killocat fleet – it may be very difficult, if not impossible to play against races that possess weapons that can destroy easily all Killocat fighters.

 

I would like to wait and see how well the Killocats will perform in the beta-testing and race balancing. If they turn out to be too weak against the Stormers for example who have access to Glory Devices and Nemesis torpedoes (two weapons that both will destroy all fighters nearby when detonated), we may have to give the Killocat fighters a limited immunity against Glory Devices and/or Nemesis torpedoes. It may be also necessary to improve the Exotic technology “Nemesis shield” for them (including also a Glory Device shield?). This would require additional code in the host program.

 

 

Fighter Combat

 

The games and the books report that the Kilrathi have good fighter pilots and that they actually prefer the honorable combat between fighters (pilot against pilot) over the impersonal combat between capital ships. Their fighter aces (typically noble cats) fight even much better than their average pilots.

 

This could be modeled by giving the Killocats highguards (which can be understood as their nobility) excellent piloting values (if these values are going to be used at all) or to apply significant combat bonuses to Killocat wings and fleets that have highguards on board.

 

The Kilrathi prefer honorable contests and dislike the "slaughtering" of clearly inferior opponents. This preference for honorable combat could be reflected by lowering their combat and pilot values or applying mali, if they outnumber their enemies in battle clearly. This would require also coding changes to the host program.

 

 

Personal Combat

 

All sources (mainly the books and the games, but also the movie) show that the Kilrathi are predators and hunters by their very nature. They are well trained in personal combat and have large muscular bodies with dangerous fangs and claws. The movie shows also that the Kilrathi can board even fully crewed (human) starbases.

 

Naturally the ground combat values of the Killocats have to be good to reflect their fighting abilities. To allow them to board enemy vessels they probably need also a boarding laser. Nevertheless I did not want this to be too much of an advantage to the Killocats (they should definitely not have the same ability to capture enemy ships like the Stormers possess), therefore I have decided to place the boarding laser only on a ship with relatively small guest quarters (and the Killocat fleet is poorly suited to get close to strong enemies in any case, since the Killocats lack ships that can fight well at short distances and ships that can avoid such combat by cloaking).

 

 

Ground Units

 

In the rare planetary surface missions of the games, the Kilrathi have good atmospheric fighters (about as dangerous as some of their space fighters) and also tanks.

 

The planetary fighters and tanks are both modeled as ground units for the Killocats, even though the fighter design was reduced in its capabilities to be more similar to the ground units of other races. The third ground unit was chosen to be an enhancement of the good personal Killocat fighting skills; it has no direct equivalent in any of the Wing Commander sources, but seems to fit well for the Kilrathi.

 

 

Planetary Vulnerability against Orbital Attacks

 

On the defensive, Kilrathi planetary targets tend to be relatively fragile against attacks by enemy ships. In the game, a small group of cloaked enemy fighters can reach the homeworld Kilrah and manage to destroy the tectonic highly unstable planet with a relatively small weapon: the fighter-carried Temblor Bomb.

 

To allow for a higher vulnerability against attack from space, I have disallowed under cities (as shelter against orbital bombardment) for the Killocats. I think that hiding underground while enemies approach would not fit into their honor code anyhow.

 

 

Leadership

 

Both in the games and in the books the Kilrathi are described to have a feudal system, where positions are achieved by competition and typically the strongest, ablest and cleverest cats occupy the leading positions.  Kilrathi of lower ranks are bound by an oath and their honor to follow the orders of their leaders and would often prefer death over disregarding their orders. However if a leader is weak and unsuccessful in battle, he can be overthrown and replaced by a stronger warrior.

 

For the Killocats this should mean that the noble Killocats (represented by their highguards) fight significantly better than normal Killocats. The rivalry between clans and the threat to the continuation of the leadership in times of defeat can be modeled by a relatively low leadership value (if I understand the working of this value correctly) and the (normally) strict adherence to their orders could be reflected at least somewhat by a high value for lawfulness. An additional idea would be to subtract happiness points for lost battles and to add happiness points for victories, but this would require also additional code in the host program.

 

 

Economic Model

 

Only some details about the Kilrathi economy are noted in the games and books. However it is clear that their science and economy serve primarily military purposes and are considered secondary. There also several instances showing that the Kilrathi take slaves (sometimes the entire population of a planet) from other races and force them to work. The Kilrathi seem to rely intensively on slave labor, their prisoners work not only in their mines and camps, but they must also build machines for the Kilrathis. The Kilrathis also recruit spies and saboteurs from their slaves (for example they can force their prisoners to conduct secret operations even after they have been released by creating long term memory blocks in their minds through hallucination).

 

The Kilrathis populate their worlds sparely. Typically they put on destroyed and conquered worlds only some 10.000 Kilrathis where billions of the previous owner race used to live.

 

There is also a report of a major starvation on a Kilrathi world, when the Kilrathis needed all their freighters to prepare a big assault against the humans and were not able to ship food to this planet.

 

To implement the military focus of the Killocats, it appears adequate to give them some limitations or disadvantages in building civilian (economic or research) buildings, while they should have some advantages in the area of military construction. This is the reason why we gave them three special buildings that allow a more efficient construction of their fighters.

 

The slavery part can be modeled easily with Labor Camps and Mines as well as with the special Killocat fighter factories. In order to avoid that an ally of the Killocats can too easily offer his citizens voluntarily to work as slaves for them, any race that has prisoners on Killocat installations should loose some happiness points every turn. An additional measure in the host program might be that some ship commanders of this ally (whose family members happen to be in a Killocat slave camp) will start to hate the Killocats and may open fire on Killocat ships even if they have orders not to do so. The usage of prisoners as spies or saboteurs could be implemented by giving the Killocats a significant bonus to their spying powers against races that have a citizens held as prisoners of the Killocats. This requires additional coding in the host program.

 

However – even after the implementation of these economic Kilrathi specialties – I still had the feeling that the economy of the race was still a little bit too generic. To make the Killocats more unique I came up with the following ideas: The Killocats, like all cats, should reproduce fairly quickly by giving birth to several kittens at the same time. However their territorial nature should make it difficult for them to stand large populations (hence the low intensity population of conquered worlds).

 

The high growth rate has to be balanced by some other disadvantages, because otherwise the race could become too strong (a high growth would boost their financial income and their possibilities as strong ground warriors in the long run considerably). I tried this by giving them a narrow farming range and denying them any terraformers (and no agro domes either) so that only a relatively small portion of all planets would allow them to grow food and by severely limiting the number of cities that they can build on a planet (additional code is required for this in the host and probably also in the player interface program). If these measures are not sufficient, then we could also lower their happiness, if the population of a planet growths over a certain limit. My intention is to make it challenging to the player to manage the population growth of the Killocats, so that the player is forced to expand aggressively and to move the colonists out to the new colonies to avoid over­population problems.

 

I do not consider the combination of “high growth rate – narrow farming rate – no terraformers – limited construction of cities – overpopulation disadvantages” as critical for the Killocat race. After all, only parts of these racial traits can be found in the original sources of the Kilrathi. So if they do not work as intended or turn out to be not very playable, we can leave them out and make the Killocat economy just more ordinary and similar to the other races.

 

 

Spying Powers

 

All sources (the games, books and the movie) report that the Kilrathi use also other means but combat to seek victory in their wars. For example they employ spies to investigate the enemy’s plans and they infiltrate the enemy with agents to sabotage important installations and to assassinate key personal. Sometimes these agents will be under special long term memory blocks created through hallucination, so that the agents themselves are not aware about their secret mission and are therefore very hard to detect, before they are told by special signals to execute their programmed orders. The Kilrathi use also the slave prisoners from other races in their labor camps and mines to recruit spies or to force relatives to work as spies.

 

But the Kilrathi employ also more subtle methods, like using diplomacy and pretending to seek peace when they only want to delay the fighting to a point of time that suits them better or to use propaganda to undermine the morale and the willingness to fight of their enemies.

 

Most of this behavior can be modeled easily for the Killocats by giving them a sufficiently high spying value. However the special effect of prisoners in labor camps and mines to increase the spying efficiency against the races held captive would require additional code in the host program, so that prisoners will increase the Killocat spy rating against these races significantly.

 

 

Special Ship Devices

 

There are several Kilrathi specialties described in the games and the games (and to a lesser degree also in the movie) that can be represented by special ship devices in VGA Planets.

  • The Kilrathi have missiles with biological warheads that can wipe out entire colonies. These missiles can be fired from a long distance (actually the distance is often so large, that defending fighters may be able to intercept incoming missiles and destroy them, before they reach their destination planet – to make this harder the missiles travel part of their journey cloaked and become visible only occasionally when they have to reacquire their target). à The World Crusher Missile seems to be the best equivalent for the Killocats: it is a missile, it can be used over long ranges and it can destroy an entire ground base.
  • The Kilrathi can lay mines (with their fighters) that will affect enemy fighters and ships. à The Killocat shall have the ability to lay barbitic and laser mines. If the special fighter missions work as I hope, this will be well taken care of, otherwise we would need to place a barbitic and a laser mine dropper on one of the Killocat ship designs.
  • The Kilrathi travel long distances by hyperjumping through wormholes. They use special navigational satellites to help to coordinate the wormhole-hyperjumps of their ships. They will need to explore or to get the navigation information about unknown wormholes before they can use them. à Travel through wormholes will be possible in Version 4, but it seems to me at the moment that it will not be very important and not very suitable for a planed movement in a certain direction. The usage of jump gates seems to be more appropriate for this purpose and the gathering of the code of a destination gate would be comparable to the access to navigational data in the original. However I am reluctant to add a jump gate builder device to the Killocat fleet, since this might be too much of an advantage to them, since they already have relatively fast ships. But if the balancing trials show that the Killocats need more advantages, a jump gate builder could be added later. Hyperjumping engines are definitely not an option for the agile Killocat ships and would also not correspond to well to the original movement of the Kilrathi.
  • The Kilrathi have developed a special device that can prevent other races from hyperjumping by cloaking wormholes. à Since hyper-jumping with hyper-jump engines will be much more frequent in Version 4 of VGA Planets than traveling through wormholes, it seems appropriate to add a ship with a Gravity Well Generator to the Killocat fleet. To simulate the original Kilrathi behavior better, I would suggest declaring all Gravity Well Generator in Killocat hands as special, so that they block not only hyperjumping, but also all travel by non-Killocats through wormholes and jump gates in their vicinity.