Ground combat |
Mon, 02 August 2004 09:50 |
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perece | | Crewman 1st Class | Messages: 20
Registered: July 2004 Location: Moscow, Russia | |
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Not sure if someone had risen that question before, but:
I found strange, that race having zero tech in all fields fights in ground combat with exactly same chances as race with all techs maxed out...
I think it will be better, if some techs will have influence on outcome. that is, 4ex:
Weap tech - absolute value is +2% per research level to an attack or defense bonus;
const tech (assume defensive installations) - if defender has higher const, each level he outruns the attacker gives him +5% to defense bonus;
bio tech (using biological weapons) - if one outruns another by, say, 7 levels or more, he has +30% to an attack or defense bonus, otherwise no bonus at all.
How about it? (or something else but similar)
another thing:
I think WM must have +50% not only on attack, but at defense also for 2 reasons:
1) race wizard says for WM prt "Your colonists _fight_ better". It doesn't says "attack better", so it will fit it better. And I like it. Since they have no minefields and weak defences, they will be anyway much poor at defense. and since bombing almost always occurs just before popdrop, and such change will not affect bombing, it will change a little in endgame, so has almost no chances to hurt balance.
2) It will make WM background somewhat more complete. From the barbarian-minded (which almost all WM is) race's point'o'view, "Why bother to build these #^%@ hi-tech defences and bother with laying these cans wasting our time while we can handle almost any invasion with knife, chaingun and handblaster?!!!"
Uh-oh. It doesn't mean I'm like playing WM. It's.. a.. doesn't matter...
Another thing to add.. It would be nice to add multi-Year ground combat in version 2. Just how I see it:
If attacker goes to lose, it loses just usually, at same year;
If attacker goes to win, defender splits 10% of partisan, then rest 90% got defending as always. Attacker loses slightly less after that, but get to fight another year against that 10%.
this doesn't affect the outcome if no reinforcement is bring by defending side, but it gives defenders a chance to do so. or just to upload survivors and leave attackers w/o a chance of tech gain (which can occur only after final victory)
there must be some minimal number of defenders (say, 10 000) to make it work (just to prevent infinite battles).
or, maybe it be better to make it work when attackers have only minor advantage? say, if more than half of attackers survive the battle, they wipe defending side completely, otherwise 10% defenders become partisan...
But, as said once, it's just long-term 2nd version proposal. 1st must have no multi-year ground combat.
SMTP /Perece/.
[Updated on: Mon, 02 August 2004 10:03] Report message to a moderator
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Re: Ground combat |
Sun, 08 August 2004 12:01 |
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EDog | | Lt. Junior Grade | Messages: 417
Registered: November 2002 Location: Denver, Colorado, USA | |
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Micha wrote on Sun, 08 August 2004 05:36 |
Kotk wrote on Sat, 07 August 2004 15:52 | What about turning colonists into deep miners so they use mines more efficient and are harder to damage with packets and bombs, but operate no factories? Also their growth rate is lower since its harder to find mate in the darkness down there.
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How about making that a PRT!
mch
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Sure. Call them the Troglodytes. Super-efficient mines, no factories, and need to build no defenses (bombs and packets don't hurt them, but they can be popdropped). Their growth rate and scanner range is half normal. Perhaps limited orbitals (maybe they can't build gates or mass drivers at all).
Racial cost might be similar to HE?
EDog
http://ianthealy.com
Born, grew up, became an adventurer
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Re: Ground combat |
Sun, 08 August 2004 15:14 |
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I dunno about the reproduction rates of the Trogs being lower, in the dark they don't really care about what a mate looks like and it is easy to sneak off into an unused cavern to make babies. Since they can dig down multiple levels of housing, max planet hab may go up.
But I think we need to counter them with an flying/floating race, perhaps the 'air-heads'. Since these float above the planet all day they don't have as much productivity or science, but are good at navigation and finding wormholes. When above an enemy planet politicians in orbit can reduce the productivity of the planet to 'air-head' levels. For ground combat they have a special poop attack that demoralizes the enemy.
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On less important matters I think Warmonger is also fine as is. Reason they aren't good at planetary defences is the don't expect to be attacked, rather only attacking. So if an enemy starts dropping troops, they may be demoralized which counters their fighting strength.
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