![]() |
Re: New Concept For Troops and Fighters
You are talking SE5, right?
Ship, unit and facility repair rates are all completely independent. |
Re: New Concept For Troops and Fighters
Ahhh, I was, I did not know that. It wasn't that way in SEIV was it?
|
Re: New Concept For Troops and Fighters
Units and facilities couldn't even take damage in SEIV. They were either alive or dead.
|
Re: New Concept For Troops and Fighters
Quote:
|
Re: New Concept For Troops and Fighters
Yeah, Atrocities... are you arguing for or against this?
|
Re: New Concept For Troops and Fighters
Quote:
|
Re: New Concept For Troops and Fighters
I don't see troops being much of a problem, at least relative to other SE5 UI stuff.
Building them isn't bad... Shift clicking the count up to 50, or typing in a number gives you lots of troops. Trying to manually mix/load/drop damaged units would be a pain, but when you have a hundred, two or three damaged guys is pretty insignificant. Combat is strategic anyways, so the AI can do the swarming and shooting... What particular troubles were you thinking of? |
Re: New Concept For Troops and Fighters
It is not a particular trouble, it is just a concept for doing things differantly.
|
Re: New Concept For Troops and Fighters
I don't see a solution that addresses all of the issues - at best there are ways to trade some issues for other issues.
For example, while SJ's clever idea to remove or reduce the repair ability for units prevents unrealistic free repairs, it adds the problem of units which only represent the few survivors of a squadron or division, but which still take up just as much space, creating a new micromanagement problem and one which the AI is unlikely to ever figure out without heavy micromanagement scripting, if it's even possible). It seems like another case where Malfador added many new features with interesting possibilities in SE5 but the UI and AI haven't yet caught up. The macro-unit idea is a good one but I don't see that it solves the problem without adding new ones. I think Malfador really needs to address the issues the new features created in the UI at least. In this case, adding the ability to group units and then to select some in and out by criteria such as damage level and design, and adding better automatic functions for controlling their resupply, etc. PvK |
Re: New Concept For Troops and Fighters
I suggested this concept more for use with a mod, not a solution to problems with SE V. It seemed like a cool way to do troops.
|
All times are GMT -4. The time now is 06:16 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.