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Early Ground Combat Mechanic Feedback

Posted: Mon Feb 01, 2016 4:51 am
by wminsing
So overall the new mechanic feels pretty good, the interplay between bombing and invading leads to some interesting decisions. Couple of quick questions/suggestions:

1. Could there be a clearer indication in the fleet screens of which Troop/Assault Transports are currently empty? Would make coordinating which ships need to sent back easier.
2. Is there any practical difference between troop transports and the Ashdar (and other?) assault transports now, other than the assault transports are armed?

-Will

Re: Early Ground Combat Mechanic Feedback

Posted: Mon Feb 01, 2016 6:24 am
by Arioch
There should be a visible distinction with most of the regular transports (depending on which race you're playing) between loaded and unloaded. I think this is so for everyone except the humans. But it may make sense to add some kind of troop icon to the side of a loaded transport.

The difference between using civilian transports and military transports is that the former uses a cargo module, and the latter uses an assault shuttle module. Assault shuttles eliminate the combat penalty for invading from orbit.

Re: Early Ground Combat Mechanic Feedback

Posted: Fri Feb 05, 2016 6:27 pm
by mharmless
Human checking in, the transports do look appear to look different loaded vs unloaded.

Re: Early Ground Combat Mechanic Feedback

Posted: Mon Feb 15, 2016 12:49 am
by wminsing
1. Ah yes, the regular Troop Transports are clearly different, I really meant the Ashdar Assault Transports. I will look closer next time I play!
2. I hadn't even noticed the penalty! I will have to check out the stats closer next I play.

Thanks for the info!

-Will

Re: Early Ground Combat Mechanic Feedback

Posted: Mon Feb 15, 2016 12:50 am
by sven
wminsing wrote:2. I hadn't even noticed the penalty! I will have to check out the stats closer next I play.


(It's actually not implemented atm -- but that's a bug, formally. Our rule writeups do call for a penalty.)