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  #1  
Old January 6th, 2007, 11:31 PM

Spectarofdeath Spectarofdeath is offline
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Default Re: New Concept For Troops and Fighters

I like the idea for the ground troops. Where you have small medium and large troops you could have Regiments, Divisions, Corps and Armies. Rather then having to build hundreds of small troops you just build several armies and then invade a world that only has a few divisions to oppose you. I think this would make more sense. Not to mention it would also allow you to simulate more accurate mixed arms. Not sure about fighters though. It does make more sense to have 12 fighters in a group rather then 1 fighter with 12 guns, but would this effect space combat? 1 fighter on screen represents 12 fighters? Your light carrier launches 120 fighter 120 * 12 = 1440 That might just be a little much. And I think the 120 is even a low. Last time I played I thought I was able to get 200 on my first light carrier.

Edit: Now that I think about it though, 12 fighters could be in the Heavy fighter, you could start the light with like 4. That would make that more realistic.
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Old January 6th, 2007, 11:41 PM
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President_Elect_Shang President_Elect_Shang is offline
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Default Re: New Concept For Troops and Fighters

I think At means the scale would be shifted in accordance with the unit shift. So for fighters 1 unit on the screen might represent 12 fighters but the amount of space they take and the launch capability would be scaled up to count as 12 fighters too; instead of just the one you see on the screen. You follow what I mean?
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  #3  
Old January 7th, 2007, 12:41 AM
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Default Re: New Concept For Troops and Fighters

PES - That is exactly correct.

And the nice thing as PVK mentioned, would be that instead of loading hundreds of invidual troops units onto a transport, which with the current UI is teadous at best, the transfer would be only a few clicks.

And the cargo capacity of any planet or ship would govern the size of the Army's, Squads, Platoons, etc that a player could have present.

As to the damage, that is a good question, but I think that components would be damamged much like they are now, thus reducing the overall effectiveness of the unit.

For example a Platoon Group (A single unit) with say 60 riflemen, 20 mortor men, 2 engineers, and 1 commanding officer components, go into battle and suffor damage, the overall battle efftiveness of the group would be determined by the amount of components, in this case rifelmen and such, that were damage.

Now scale that up, you drop an Army of 2000 onto a planet with its own defense army of 2000 and the battle it out one on one. In the end the best overall designed army would win, but suffor significant damage. The damage would represnt the attrition rate. So if they lost 800 troop components the combat effectiveness would be reduced but the army would still be a signifcant combat force.

The repairing of the Army Group is repaired, assuming it can be, would represent the rebuilding of that armys capablity.

Again the same thing can be done with fighters.
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Old January 7th, 2007, 12:55 AM
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Default Re: New Concept For Troops and Fighters

As I understand in SE5 the units are damaged until repaired. I have not tested this, it is drawn from speculation. If however the repairs of units are handled the same as they were in SE4 than the problem with your plan would be the instant repair of any surviving unit. So lets take your 2,000 unit army for example. I invade your planet and you win but I damage your army by 1,999 points. Your army should have 1 point left when I drop another army with my next turn (for the sake of argument lets say they just reached the planet). If unit damage is handled the same as in SE4 your 2,000 point army will be back to 2,000 points. That is what PvK was saying. The model would be flawed because regardless of damage done everything is magically wiped away at the end of the turn. You see what PvK is saying? A 2,000 unit army will be repaired the same as a 20 unit army as a 2 billion unit army. It just doesn't matter what you do in damage so long as you live.
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Old January 7th, 2007, 01:39 AM

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Default Re: New Concept For Troops and Fighters

Repair capabilities in SEV are measured by tonnage repaired per turn so all you would have to do is scale down the amounts for unit repair.

If I'm understanding this concept correctly each unit would represent a larger group and the components you put on the unit would represent individual troopers or vehicles. That would be cool as long as you remember to also scale up the costs so that you couldn't build an entire "army" in a single turn.
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Old January 7th, 2007, 02:08 AM
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Default Re: New Concept For Troops and Fighters

Quote:
shinigami said:
Repair capabilities in SEV are measured by tonnage repaired per turn...
I was under the impression this wasn't working yet. As I said I haven't tested it yet so this is speculation on my behalf. If it is working than great. PvK you have a great point and now I see where you are coming from with your thought. Another possible problem that I have yet to test. How is unit grade effected? Does SE5 subtract from unit grade. Say if the unit is wiped out by 80% then rebuilt? You could potentially have an ultra elite (the highest rating in my SFTC, I don't know what the ratings are in stock) grade army knocked down by 90%, repair them, and poof they are elite again. I know from commanding troops when you get even 1 new person it disrupts the system and takes time to integrate them.
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