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January 7th, 2007, 04:51 AM
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Sergeant
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Re: New Concept For Troops and Fighters
I think for troops it would work, and be a great idea, I hate building one unit at a time, it just seems so unrealistic (And today congress authorized 50 more soliders to be trained and 10 tanks built!! wooohoo universal domination here we come) but I'm still not sold on the fighters yet. I can see the repair of the troops working the way Shinigami says but for fighters I don't know how you could do that. I suppose you can give them a extremly high repair time to simulate the time it would take to get new fighters and pilots into the squadron, but the fact that these fighters and pilots aren't costing any resources to train/build seems a little unrealistic on this front. Even boosting maint. and const. costs.
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January 7th, 2007, 05:25 AM
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Brigadier General
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Re: New Concept For Troops and Fighters
You could boost the maintenance cost on fighters but repair time for units is generic. If it takes 2 turns to replace (repair) 10 tanks it will take 2 turns to replace (repair) 10 fighters. And as I said below, I don't like the thought of a brigade or corps or whatever taking 80% losses, repairing/replacing those losses and coming out with a higher experience rating than before the fight. That is flat out impossible!
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January 7th, 2007, 09:33 AM
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Corporal
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Re: New Concept For Troops and Fighters
I have a silly question, since when do anything other than ships and fleets get experience? Have I missed a memo? 
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January 7th, 2007, 01:06 PM
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Brigadier General
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Re: New Concept For Troops and Fighters
Units don't get experience? I guess I better stop moding and start playing. Oh wait; can't do that the darn thing is so broken it can't be played!  Seriously if units don't get experience than why the heck not? That is just nuts! Is it really that impossible (from a coding perspective) to keep track of experience for units if you can already keep track of experience for every other vehicle? I think it's time for yet another email.
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Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
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January 7th, 2007, 02:49 PM
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Shrapnel Fanatic
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Re: New Concept For Troops and Fighters
Some things to consider:
A) Set repair to zero. If you're low on space, scrap the ruined units and rebuild, or send them off to die. This avoids any whining about repair costing less
B) Have low repair. Give units zero maintenance. Give each component a negative resource generation ability. (Now maintenance is proportional to the number of operational units, not the number of designed units)
To extend on this, you could make units free to build (or maybe 1 organics). How many troops you can support is another matter entirely.
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January 7th, 2007, 03:57 PM
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Re: New Concept For Troops and Fighters
I thought about the zero repair option but didn't think it would be possible. I thought if you took out repair for ground units and fighters you would lose it for ships as well and thats just stupid to not be able to repair ships.
As for the Exp. thing, basically what your saying is the units should get higher exp when NOT fighting because if they even get one casuality they would have to deal with the rookie and he would bring them all down? I agree if the corps losses like 80-90% then yeah, that might just be a little much, but you also have to figure that the 10-20% who survive are the best of the best and will train the replacements the same way they were trained so hopefully said rookies will have a higher degree of training then a regular rook fresh out of basic. That is what wisdom and exp is for after all....to be passed onto others.
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January 7th, 2007, 04:09 PM
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Shrapnel Fanatic
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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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January 15th, 2007, 03:28 PM
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National Security Advisor
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Re: New Concept For Troops and Fighters
Absolutely, SJ. I think unit groups are the most comprehensive solution here, though really only do-able by Malfador.
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January 8th, 2007, 02:35 AM
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Captain
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Re: New Concept For Troops and Fighters
Quote:
President_Elect_Shang said:
Units don't get experience? I guess I better stop moding and start playing. Oh wait; can't do that the darn thing is so broken it can't be played! Seriously if units don't get experience than why the heck not? That is just nuts! Is it really that impossible (from a coding perspective) to keep track of experience for units if you can already keep track of experience for every other vehicle? I think it's time for yet another email.
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Units are attrition resources/assets. While they may survive combat, how many will survive more than 2 or 3? Its like expending ammo that you may or may not use, or gain back...
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January 8th, 2007, 02:48 AM
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Brigadier General
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Re: New Concept For Troops and Fighters
I see what you are saying, and looking at it that way (the whole picture that is) it makes sense. I think what I was doing was focusing in on the element of At's suggestion. You see what I mean, it isn't just one tank/soldier, although it may appear as 1 unit on the design, queue, and cargo screens. It is really hundreds, or thousands, or tens of thousands. In that sense I couldn't understand why experience would not be a factor. I just needed to pull back a minute and take into consideration this would only be one mod, maybe two. Like the SFTC; this wouldn't work since it would void the way PCF are handled. Fighters... but that is there and we are here with At's idea/question.
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Welcome to Super Vegeta’s Big Bang Attack… Welcome to OBLIVION!
“Don Panoz made an awesome car and… an incinerator” Bill Auberlen
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