Varying Levels of Combat in Ultima Online

an essay by Winfield, Mayor of PaxLair, December 22, 2000

* out of character; i.e., non-roleplaying article *

PaxLair serves as neutral ground to be used in conflict situations as well as a catalyst for new ideas (in-character ideas as well as out-of-character relations and frameworks). Diplomatic relations with PaxLair can aid the the player community in generating respect and cooperation along with notoriety of players and groups.

Regarding the neutral stance of PaxLair itself,

Phase X of the Phases of PaxLair development offers insight into how combative forces may make UO combat more meaningful and challenging:

Phase X - GUARDS AND COMBAT RENEWED - (starting now) - In recognition of the combat nature of Felucca and the PK attacks on PaxLair and other cities, we reformed the guards. But they are not merely guards of a point defense target on Felucca. Strategies are being formed at the strategic, operational, and tactical levels of warfare. We are working to apply real-world concepts from Sun Tzu, through Clausewitz and Jomini, and to current day warfare theorists. This is a most robust endeavor and one that will continue to use the Realm as an experimental ground for realistic combat in all levels of warfare, including intelligence and perhaps information warfare (not computer warfare, but possibly psyops).

 


Let me now explore some overarching levels of combat in UO.

The Levels of Combat

There are a few levels of conflict that can be explored. These levels can offer a variety of challenge and uniqueness in relations between the different groups (murderers, thieves, bounty hunters, guards, etc.). The underlying concepts for this framework of combat are oriented toward players who wish to have Player versus Player (PvP) combat in meaningful and perhaps realistic ways. As such, the "grief" player is not included in this discussion. A grief player (my definition) is one who disrupts combat/quest/peaceful environments for the pure selfish pleasure of ruining another player's enjoyment of the game.

I also point out that the nature of realistic tactical combat in UO encompasses the risks of character death, loss of materials (looting), loss of stats upon death (a risk of the stat-loss murderer), loss of fame-titles (upon death), and with factions, loss of a faction town. One engaged in combat between players or residing in an area where free combat may exist (i.e., Felucca unguarded areas) must accept these risks.

One should never lose respect (and actually try to maintain respect as a primary concern) in non-grief tactical combat whether your character is the victor or the slain. In real history, there was much respect between opposing generals and forces: respect for their tactics, their use of forces, their skill to sense the battlespace environment to bring situations to their advantage, and even their compassion to the enemy when the enemy was subdued (e.g., prisoners of war, offering of medical aid to friend and foe, and respect for the "white flag" which symbolizes an intent to speak between warring sides [not an act of surrender; surrender comes with the communicated message between force commanders]).

So how can the UO environment be realistic in the art of war? I offer a description of five different levels of combat which I see prevalent or possible in UO. Each level of combat should be defined with an overall objective. Real military conflict requires the definition of objectives.

 

  Combat Level Objective
I Random Raids Kill whoever is possible and gain loot or notoriety as a band of murderers or bounty hunters
II Mass Raids with Rallied Defense Raid a strategic point and perhaps hold it until rallied defenses overwhelm the attacking force
III Chase between Forces Combat adversaries on the move and force them back to garrison
IV Capture-the-Flag Defend and attack strategic point targets to capture a symbol of victory
V Full War Campaign Bring about end-state conflict resolution of balance and peace

Each of these levels are possible in the UO battlespace depending upon the interest of the combatant forces. Higher levels of combat may also encompass the lower levels for short-term operational or tactical advantage supporting the higher level objective. For example, the Chase between Forces level might involve a Mass Raid when the adversary stops for a time at a strategic location (e.g., a player-town, City of the Dead, or re-supply house.)

 

COMBAT LEVEL I
Random Raids upon:
A: the Innocents, Non-combatants, and Newbies, and
B: the Murderers and Thieves

This combat level is the most prevalent in UO, at least in non-guild, non-Chaos/Order, and non-faction warfare. It involves the unannounced attack by generally one or more reds or blues attacking various places where opposite-colored characters wander or hang out in unprotected areas on Felucca. Attacks are very random and occur at opportune times when and where the attackers do not need much preparation or even special reconnaissance (e.g., reconn with alternate characters).

This can be characterized as the strong preying upon the weak, whether it is red upon blue or blue upon red.

Care must be taken in this level of combat. Sometimes, murderers or thieves engaging in these random and many-times singular combat situations can gain a reputation as a "grief player" whether that was the attacking player's intent or not. This can especially happen when the victor loots items that do not give any tactical advantage (e.g., looting or stealing runes or food items; unless rune-stealing is meant to prevent recall for a specific and immediate tactical advantage). Of course, some items looted are needed to maintain the life of a murderer (the spoils of battle). This type of combat creates the most confusing situations and sometimes leads to flaring tempers between players.

This is a viable role-played level of combat which has been around since the start of UO. If not taken to disrespectful extremes, it offers the random danger-factor which gives Felucca its realism.

 

COMBAT LEVEL II
Mass Raids upon Red or Blue Accompanied with the Calling of Defenders

This combat level is prevalent in UO with raiding parties from both the blue and red perspective. Organization and planning is needed to execute victorious raids upon locations where the adversary is known to reside. A most common and sometimes very necessary tactic is to employ scouts to reconn the area of interest before launching a raid.

There is not always a "call for support" when a raid occurs yet it is a possibility in any mass raid upon a well-known location, such as a player-town or regularly traveled location. This adds to the realism and the unpredictability of combative forces. Sometimes the attackers wish to provoke a call for support and other times they do not wish it.

In PaxLair for example, murderous groups will scout the area with an unknown character and report results back to the main group. Then, if the conditions are favorable, the murderous group will attack in force. Usually, the group moves on quickly after the attack to another location not allowing reinforcements to arrive in time to engage. Sometimes, this scenario leads to the next level of combat, that of the Chase.

 

COMBAT LEVEL III
The Chase throughout the Lands (Blue chases Red, Red chases Blue)

This combat level occurs at times typically when people know the reds or the blues are grouped together and traveling around the realm in search of combat. Great organization, communication, and reconnaissance are needed for an effective "chase". One must predict the actions, tactics, and movements of the adversary to stay on the trail or get ahead of the adversary.

The art of operational tactics and strategy comes to bear on this level of combat more dramatically than the previous levels of combat. Guild organizations and player-towns can have intricate methods for keeping up with the adversary's movements, thus extending the use of the UO Battlespace to innovative means of communication, movement through preplanned recall locations, and escape strategies.

The "chase" level of combat can be most exhilerating for both sides in the sense of catching and killing the enemy, to outsmarting the enemy at decisive points.

More operational intelligence is needed at this level in order to reduce uncertainty in the chase combat level. What is this called? It is called Intelligence Preparation of the Battlespace, or IPB. Knowing the general movements, cross-over locations between old and new lands, and frequent strike locations are key to reducing the fog of war. This intelligence can be obtained by ghost spies who follow adversary gates, throw-away characters who loiter at tactical locations, rapidly moving characters (e.g., on horse back or fast recall, look, recall tactics), or even friendly characters infiltrating the ranks of the adversary. Some groups may create web pages of all intelligence learned about the adversary's typical strategy, times of attacks, and locations of attacks.

 

COMBAT LEVEL IV
Capture the Flag (e.g., Faction Wars)

This level of combat brings about a more specific objective, an objective to "capture" something specific which gives realism to "winning the war" or a portion of an overall campaign.

Faction Wars, through the gods of OSI, have created this mechanic for those wishing to compete for Sigels in different towns throughout Britannia.

For those not participating in Faction Wars, the player-towns and guilds would have to be creative. It is not clear yet what can be devised in a non-mechanical sense of player-towns or player-guilds that can be offered for "capture the flag" scenarios. At times, though, there could be a quest developed that would involve warfare between groups or even towns in accepted domination by an opposing succeeding force. Care should be taken in such a scenario though as it can affect many town-citizens (and their players).

 

COMBAT LEVEL V
Full Warfare Campaigning

Ah, now we are to the point in my essay I truly wish to speak about and explore. That of full warfare campaigning.

Full warfare campaigning can involve many different instruments of power. These are:

For full warfare campaigning, we must consider the integration of all the above instruments of power. We must also consider the levels of executing war:

One can approach the Full Warfare Campaigning level from a guild, player-town, or shard perspective. Whether the campaign be small or large, groups will need to consider all aspects of a campaign and not simply rely upon tactics and tactical situations. Time must be spent to pursue operational and strategic frameworks. A true war is won or lost based on succeeding or failing in strategic objectives, not upon tactical objectives. The tactical level implies the fray of the battle--not the war in total.

UO is (or can be) an experimental ground for Full Warfare Campaigning. The capabilities of the Internet, web sites, message-boards, real-time communication, and UO itself offer a robust ability to apply principals and art of war. Within the Full Warfare Campaign comes a rich environment and framework for the gamer, the warfare student, the strategist, the intelligence-minded people, and the politician.

 


I offer a most sincere precaution to those involved in warfare in UO. UO is a gaming and community environment which involves the art of warfare and conflict. At no time should this become disrespectful between players. Disrespect between players reveals immaturity and a lack of sportsmanship between competitors.

 

Feedback

You may provide feedback on this material by reaching Mayor Winfield directly.


 


Updated on: December 22, 2000
© 2000-2001 by PaxLair, a Player City on Chesapeake, Ultima Online