Re: New Concept For Troops and Fighters
Actually that's not what I was saying. In SE4 it would suck for that reason too. I assume SE5 is better and tracks damage to each component, so as Atro says, you could have one 2000 kT unit with 2000 1-kT components (or maybe 20 100-kT components, or whatever) that would degrade with damage and could be made to only repair kind of slowly so damage would mean something.
Which would be kind of cool and solve the micro-management nightmare...
But, I think there would still be another issue with the damage, in that I assume there is no way to mod in a resource cost to repair damaged components (except for the maintenace cost of damaged components as you wait for them to repair). So the problem is that large-sized units would regenerate with no real cost in resources.
Two examples of where this would not make sense:
You attack with ten Divisions, and they all take about 80% damage. It only costs you time to repair them all up to full. Then in a second battle 8 of your ten Divisions are destroyed, and two unhurt. You have to reconstruct those divisions at major cost, and no repair time is involved. The same damage was inflicted, but for arbitrary reasons, the repair cost and time can be either huge or small. Some units representing major forces of thousands of men and their equipment could be practically wiped out and yet recover to full strength for no cost at all.
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.
PvK
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