Arioch wrote:Here are some of my notes for my ideas on the ground combat system -- and I'll stress that these are just thoughts, not concrete plans yet.
sven wrote:Having ground forces grow automatically might might help keep the base micro burden low. If you wanted a major troop buildup on some world, the best way to achieve that might be by transporting them in from other core worlds, rather than queuing up build commands. That said, perhaps, there could also be a "Recruiting" activity, which would boost the base ground unit production of a planet in a way similar to the beaker production boost that you currently get from the "Research" activity.
sven wrote: Having troops get stronger as you tech up makes sense, but, to keep the UIs simple, having troop strength be a global property (as is the case with strategic speed), is probably preferable to trying to track and display a range of different unit types in a single empire.
sven wrote: The overhead of re-loading troops needs to be as simple as possible. This means 1) the troops in a transport are probably either wiped out or survive intact after combat. Storing damage levels other than "alive" and "dead "feels like an unnecessary complication.
sven wrote:There should probably be a button that just loads troops from a planet into all available transports. I'm not sure where this button goes in the current UI, but, it should be obvious and easy to get to.
Arioch wrote:Ground combat should probably go a fixed number of rounds, and then if there is no victor, the battle must be resumed next turn. Maybe give bonuses to ground combat for ships in orbit that have fighters or other bombardment-friendly weapons. Maybe make this part of the combat itself instead of a separate bombardment phase. And, of course, allow for infrastructure damage as well as population loss.
echo2361 wrote:The games that totally skip ground combat (i.e. the lets just nuke everything from orbit and recolonize mentality) feel too simplistic to me while those that dive to deeply into ground combat end up with micromanagement issues.
sven wrote:Yeah, as always, it's a question of finding a suitable compromise between the frequently conflicting goals of realism and elegant mechanics.
JohnnyW00t wrote:As a fellow code monkey my gut tells me you are going to want to save the ground game for SiS 2.0. What you have now with bombard and invade works fine.
Users browsing this forum: No registered users and 9 guests