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October 15th, 2000, 01:36 AM
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Private
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Join Date: Sep 2000
Location: Vienna
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Re: Ground Combat
I think there is a lot of support for a better ground combat system. I just had an interesting discussion with Peter von Kleinsmith a beta tester of Shrapnel, about ground combat. He is also for a challenging ground combat system.
To your idea.
Generally is it good. But dont forget one thing which is really important.
Space ships has strategic movement points. Which each MP they are able to initiate one attack in one system square. For example a cruiser with 3 MPs left can initiate up to 3 tactical combats a 30 tactical turns. All in all 90 turns of tactical combat in only one strategic turn. If in this system ground combat occurs the ground units have to fight 30 turns each time the cruiser attacks.
This means that the number of ground combat depends soleley on the number of attacks space ships conduct at this system during one strategic turn.
This is silly, IMO. The number of ground combat turns should not depend on the number of attacks/MPs an attacking ship has left.
Maybe you can develope a system which solves this problem.
My solution would be to split the movementphase into seperate movement and combat phases. (space and ground)
But this is a really heavy change in the game code.
Another solution would be (P.v. Kleinsmids) to make a subphase a 30 tactical turns (inserted after the movementphase) in which ground combat is conducted.
klaus
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October 16th, 2000, 01:51 AM
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Join Date: Sep 2000
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Re: Ground Combat
I, too, would like to see a more detailed/less abstract ground combat system incorporated (or at least optionally added) to make a great 4X game even better.
I also don't like the fact that multiple transports cannot land troops simultaneously. To me this just doesn't seem right.
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October 16th, 2000, 08:57 PM
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Second Lieutenant
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Join Date: Aug 2000
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Re: Ground Combat
It is being worked on as we speak
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Seawolf on the prowl
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Seawolf on the prowl
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October 19th, 2000, 01:27 AM
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Captain
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Join Date: May 2000
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Re: Ground Combat
Seawolf - are you permitted to expand on that?
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October 18th, 2000, 05:26 PM
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Major General
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Re: Ground Combat
[0.99]
Interesting. If troops on both sides survive all 10 rounds of GC, it seems that the troops remain. Makes one wonder whether you can then pull over more transports and reinforce your beachhead.
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-- The thing that goes bump in the night
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October 25th, 2000, 01:53 AM
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Private
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Re: Ground Combat
I wholeheartedly agree with Tampa_Gamers suggestions. I would also like to add the following ideas/expansions:
Ground combat to be held after all space combats have been completed.
OPTION: Allow attacker to use orbital fire from ships over planet to reduce defender numbers.
Defender should set up unit positions first (home ground advantage) - attacker should select "drop points" (perhaps one for each troop ship) around which his/her units would be randomly distributed (simulating the confusion and disruption of an atmospheric landing - this could be alleviated with appropriate tech).
OPTION: When generating terrain, vary this according to planetary conditions. Add appropriate bonuses to combat (eg. mountains could give bonuses to hit, forests bonuses to defense).
OPTION: When generating terrain, include squares to represent all planetary factilities which could then be targeted by ground units. This would allow an attacker to try destroying key buildings (if hopelessly outnumbered by defending militia for instance) or the defender to implement a scorched earth policy (Bah! So what if I lose the planet! You're *not* getting all my nice Shrines!)
In a previous discussion on this, someone did suggest having a tie-in with WDK 2K - using this to run Ground Combats. I would like to see such a tie-in but, given the work needed, would prefer to see in-house stuff done first.
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October 25th, 2000, 04:26 PM
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Second Lieutenant
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Join Date: Aug 2000
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Re: Ground Combat
Whoa Mark!
You are creating another totally seperate game there! Whay tou are proposing is a little beyond the scope of the game currently.
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Seawolf on the prowl
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