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  #21  
Old January 7th, 2007, 04:09 PM
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Default Re: New Concept For Troops and Fighters

You are talking SE5, right?

Ship, unit and facility repair rates are all completely independent.
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  #22  
Old January 7th, 2007, 05:02 PM

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Default Re: New Concept For Troops and Fighters

Ahhh, I was, I did not know that. It wasn't that way in SEIV was it?
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  #23  
Old January 7th, 2007, 05:03 PM

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Default Re: New Concept For Troops and Fighters

Units and facilities couldn't even take damage in SEIV. They were either alive or dead.
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  #24  
Old January 7th, 2007, 08:12 PM
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Default Re: New Concept For Troops and Fighters

Quote:
Atrocities said:
Quote:
Even worse would be if you do this for fighters, which I assume in general would tend to be destroyed in combat. Some squadrons could be almost wiped out in combat, and then restored fully for free, even though the losses should represent nearly all of the fighters being blown to shreds.
This is how they do it Star Wars Empires At War and in Rise Of Nations.
Those are lite mass-market games which I am not interested in playing because they don't make enough sense to hold my attention, exactly because of game design decisions like that (and worse).
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  #25  
Old January 7th, 2007, 08:25 PM
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Default Re: New Concept For Troops and Fighters

Yeah, Atrocities... are you arguing for or against this?
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  #26  
Old January 7th, 2007, 09:05 PM
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Default Re: New Concept For Troops and Fighters

Quote:
Suicide Junkie said:
Yeah, Atrocities... are you arguing for or against this?
I wouldn't say that I am arguing for it, but it does have its advantages. Right now in SE V it is a real PITA to deal with troops and with all the great minds here I figured that the concept proposed would be workable and a welcome alternative to the current status quo. You guys are the ones who can make such a system work because you all know the inner workings far better than I do.
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  #27  
Old January 7th, 2007, 09:26 PM
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Default 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?
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  #28  
Old January 7th, 2007, 09:29 PM
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Default Re: New Concept For Troops and Fighters

It is not a particular trouble, it is just a concept for doing things differantly.
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  #29  
Old January 7th, 2007, 09:43 PM
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Default 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.

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  #30  
Old January 7th, 2007, 10:16 PM
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Default 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.
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