Re: New Concept For Troops and Fighters
That is a good idea for the PCF, and as you point out pretty much the way it is now. In the case of the fighters it wouldn't work. I would have to create every variable of every design that can be made. Simple with prototype fighters but much more complex with the 6th Generation Fighter. Then there are issues with speed mixes. Besides the only reason SF works them as squadrons is for the ripple weapons effect which can't be done in SE5 and for the ease of playing when the hex map is littered with counters. Which SE5 handles for us. I can't see a real advantage when it comes to applying this to the SFTC. All I am saying is that this has massive potential for a mod. The hull ideas I have touched on from At's prior suggestion along with this to make ground combat more challenging but less graphics intense. Add to those two ideas facilities along the lines of SJ's; but using a more streamlined approach, so that planets become far more valuable. Decrease reproduction and migration; which is something I am already testing in the SFTC. By slowing them both down the populations have become far more valuable and I have found a reason not to sterilize planets. My populations just can't reproduce fast enough to fill those loses, it is honestly more advantageous for me to conquer. Also I have implemented longer build times for facilities and slowed ship build times for planet side industry. It takes longer to build up a colony and if I find an enemies I have a reason to take it intact. In stock I just don't get that feeling since I can raise a planet to the ground and rebuild/repopulate it much to quickly!
I'm rambling. Point is I am starting to see elements of a mod that would make planets, populations, ships, and troops more valuable. Not just another build and conquer, more like a space epic!
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