Planetary Invasion Bug (or Feature ?)

I think it doesn't work as it is supposed to.

I have 1500 soldiers against 20000 defenders, I choose Mass Drivers type of invasion. Most likely I lose and ... No damage to planet class or improvements, but ... I've got attack bonuses.

If it is because you wanted to prevent using 100 or even 10 soldiers to destroy all planetary improvements, what about to set minimum of attackers for different type of invasions ? Let say to have at least 2000 to succesfuly use Mass Drivers ?
It would be nice to have opportunity to MOD this.
7,983 views 13 replies
Reply #1 Top
It's a cheese descision. The devs had to pick between allowing PQ drop/Improvement destruction on failed invasions (and letting people ruin worlds with 1 troop), and only causing ill effects when it succeeds (and letting people have the bonus with no ill effects if they send just barely too few troops the first time). They picked the latter.
Reply #2 Top
And it was a good decision, too. This way, the only way to know whether the Mass Drivers are going to do damage is if you've fought that race before. I once used them against a 25000 population planet with only 1000 soldiers, but won due to my massive tech advantage (I had 153 soldiering, they had 16).
Reply #3 Top
Citizen adrianschenk:
The DreadArchon makes a good point. I have found that careful evaluation of the
AI soldering tech level is crucial to effective invasion. I have suffered many
terrible defeats and destroyed many good planets due to poor pre-attack intel.
Good luck and good hunting.
Reply #4 Top
I try to attack a class 5 planet first. Just to find out how I stand regarding the military situation. If you win, you also gain a tech.
Reply #5 Top
That doesn't make any sense at all. So if I devastate half the planet with a mass driver but lose the ground war, all the devastation magically goes away?

I would've preferred it the other way. If your planet is undefended, you're pretty much at the enemy's mercy anyway. Even if they can't beat your ground troops with theirs, logically they should be able to blast the colony from orbit, even until it's slag if they have the time/money. It makes interplanetary war more badass, as it should be.

There's already reasons NOT to do this, as well. Master of Orion 2 had the bombardment-to-oblivion option, but I never wanted to use it much because it'd destroy buildings, and starting a colony over from scratch was a pain in the ass. (Plus, assimilated enemy colonists counted more than your own people for score, and killing them wasted yet more resources.) GalCiv 2 goes even farther here - there are unique projects/trade goods, and some tactics damage the planet quality as well, making the planet even less useful when you rebuild. GalCiv 2 even makes it less abusable, since you only get to use these tactics with a Transport (as opposed to MOO2, which allowed bombardment with ANY ship that had a weapon).
Reply #6 Top
For Caprion:
I think the idea is, you attack with Mass Drivers, Core detonation or
whatever, AND the attack FAILS, the planet defense STOPPED your attack, so the next option is to try again.
Reply #7 Top
I don't know, Byram...I mean, during the attack, you get the bonus, which implies the tactic succeeded at what it was supposed to (disrupt the core, slam a rock into the colony, whatever).

This opens up an interesting line of thought, though. I wonder if it should be possible for the defender to COUNTER a tactic. Like if you use a Mass Driver, the defending civ could spend money on an attempt to intercept it. Or with an information attack, they could spend money to disrupt the signals or broadcast their own propaganda or whatever. Or maybe they could have original tactics, like putting mines in the atmosphere for the transports or something. (The Planetary Defense base already gives a bonus like this, but GalCiv 2 could've gone a lot farther in this direction.)
Reply #8 Top
if I use your theory for WWII, then Germany lost the war and didn't do any material damage to Allies, is it right ?
Reply #9 Top
f I use your theory for WWII, then Germany lost the war and didn't do any material damage to Allies, is it right ?


now yer getting it.

There is a balance between realism and fun.
Reply #10 Top
The devs chose not to go with damage on failure because the amount of cheese possible was awful, and because planetary bombardment isn't in the game. 1 troop to ruin a planet is cheesing the hell out of the game, and it won't be moddable.
Reply #11 Top
Of course, if North Korea launches nuclear missiles at the US and they either fail in flight or get shot down, the "planetary quality" of the US doesn't decrease, does it? The "special" attack failed completely.

Simply, the developers have introduced a fairly simple model for planetary warfare that is kept simple to eliminate easy exploits or cheese. Could someone come up with a more complex model that accounts for a partial effect of thes special attacks? Yes, but then it is much harder to program in such a way to prevent the exploits/cheese.
Reply #12 Top
So why not make the damage done proportunaly to how close to victory you came (rounded down)? If you send one troop you can't do any damage. If you kill 15,000 out of 20,000 then you do 75% of the listed planatary damage of the invasion type. If you win the invasion you do the full devestation.

I don't see any room for cheese.