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Ground combat Mon, 02 August 2004 09:50 Go to next message
perece

 
Crewman 1st Class

Messages: 20
Registered: July 2004
Location: Moscow, Russia
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]

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Re: Ground combat Mon, 02 August 2004 14:33 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

Messages: 879
Registered: April 2003
Location: CT
I agree that tech should have an impact on ground combat.
And I agree that WMs should get a bonus while fighting off invasions. Although it's fairly easy to argue that WMs are meant to attack, not defend. Perhaps they should get the +50% bonus when some one invades, but not any benifit from planetary defenses for ground combat - IOW, they leave the damn forts and go ATTACK the invaders. Defenses would still work against packets and bombs of course.

However, I'll leave both of those alone for now.

Multi-year combat just seems like a headache for no real benifit.



- LEit

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Re: Ground combat Mon, 02 August 2004 15:39 Go to previous messageGo to next message
Dark_Traveller is currently offline Dark_Traveller

 
Crewman 1st Class

Messages: 33
Registered: October 2003
Location: Tigard, OR. USA
I agree with the Multi-Year Combat. A hassle not worth the time. I like the Ground troops getting extra's if the Tech is there. It all makes sense. High Weap tech-Bigger more Acurate weapons in the hands of the Troopers. WM should get a bonus on the Attack like they currently do but no Defense bonus like IS has. Tech should also give bonus for defense also since the attack is only half the battle. Technology will still drive the same weapons in the hands of the Home Defence Force. this should increase the pace of the game will giving WM a definite bonus to the early attack.

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Re: Ground combat Fri, 06 August 2004 04:43 Go to previous messageGo to next message
Factor is currently offline Factor

 
Chief Petty Officer

Messages: 80
Registered: April 2004
Location: Vancouver
i dunno wether this idea might produce more MM or not, but what about being able to convert colonists into militias. Colonists have an attack/defense value of 1 . Militias have and attack/def value of 1.25 but they wont be counted into the work force (the 1 resource is generated for ___ colonists)

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Re: Ground combat Sat, 07 August 2004 09:52 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
Factor wrote on Fri, 06 August 2004 10:43

What about being able to convert colonists into militias.


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. Laughing

Overall i think that ground combat is very good like it is now. I dont like multi year combat and i dont like different types of colonists. The types may be probably there, but i dont care to see them. Let them decide themselves who makes love, who operates factory and who operates defense turret.

The original idea that WM is better in both way combat sounded reasonable but rest of it adds nothing. Nod

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Re: Ground combat Sat, 07 August 2004 15:35 Go to previous messageGo to next message
Hooga is currently offline Hooga

 
Crewman 1st Class

Messages: 31
Registered: July 2004
I agree with the WM part, the rest (and a lot of the posts on this board) add a lot of complexity to the game and, although they are some good ideas, bring the game beyond what it is and make it something different. I find it strange that these discussions are happening now as freestars is not even built so its a clone of stars yet, never mind adding new stuff.

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Re: Ground combat Sun, 08 August 2004 07:36 Go to previous messageGo to next message
Micha

 

Messages: 2342
Registered: November 2002
Location: Belgium GMT +1
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. Laughing

How about making that a PRT! Wink

mch

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Re: Ground combat Sun, 08 August 2004 12:01 Go to previous messageGo to next message
EDog is currently offline EDog

 
Lt. Junior Grade

Messages: 417
Registered: November 2002
Location: Denver, Colorado, USA
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. Laughing

How about making that a PRT! Wink

mch


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 14:17 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
Yeah and their pop is cloaked 75%

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Re: Ground combat Sun, 08 August 2004 15:14 Go to previous messageGo to next message
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
Registered: October 2003
Location: Edmonton, Canada
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.

...

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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Re: Ground combat Sun, 08 August 2004 20:08 Go to previous messageGo to next message
Factor is currently offline Factor

 
Chief Petty Officer

Messages: 80
Registered: April 2004
Location: Vancouver
the following is an idea for the later stages of free stars development...

what about being able to assign generals/ officers/ admirals to planets (read the heroes post). heroes can affect how the colonists fight on planets with a modifier (low lv heros would cause more trouble, meanwhile higher lv heroes will make troops fight harder.

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Re: Ground combat Sun, 08 August 2004 20:09 Go to previous messageGo to next message
Factor is currently offline Factor

 
Chief Petty Officer

Messages: 80
Registered: April 2004
Location: Vancouver
multilis wrote on Sun, 08 August 2004 12:14


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.



this reminds me of SOFA in AAT (sub orbital fighter attack).

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Re: Ground combat Mon, 09 August 2004 06:26 Go to previous message
Downsider is currently offline Downsider

 
Crewman 1st Class

Messages: 35
Registered: June 2003
Location: Derbyshire, England
Quote:

Sure. Call them the Troglodytes


I would have thought "Dwarves" was more apt name myself Smile

As to a counter PRT, surely AR are the exact opposite; floating around in space, not able to touch the planets surface let alone go beneath it.

IMO the Torgs/Dwarves would have disadvantages in propulsion technology and possibly factory settings. Being an underground race and prefering it so, they would have little desire for space travel and those that did venture into space would find it uncomfortable. Also, with all the mines they're building and all the rock that surrounds them, they would have fewer factories than normal which would take a longer time to build.
Construction and weapons would be their specialities; a side effect from building from and blowing up rock Smile

I think this PRT would make a perfect -f race.



"Violence is the last resort of the incompetent" - Salvor Hardin

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