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
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