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Land Combat enchantment ideas

Land Combat enchantment ideas

The main question is, how would you like to change land combat?

The current model in the game where all the planets citizens are given laser guns and send to their deaths can hardly be described as deep. I find this even more baffling than borders in space

How about a military compound building on planet that could convert tax payers to soldiers? Shallow I know but atleast there would be some aspect to the land warfare. Any ideas to improve this side of the game? Almost forgot, the new laser graphics in land combat are nice, but I hope SD does not stop there. Its easily the most GFX lacking area in the game.
22,081 views 47 replies
Reply #26 Top
I don't believe it would add much to the game, but it won't create any overhead either so it would leave me somewhat indifferent.


Certainly, this may not be the deepest addition to planetary invasions. But it seems the most feasible for implementation in DA - much more complexity and you've moved into GalCiv3 territory.

The idea could work if you'd want to avoid a genocide every time you invade a planet and you'd have a pretty good idea on how many would survive.


Genocide could still should be an option - do you think Yor conquerers really would want to live with a bunch of strange meaty creatures?

As an addittion, subjugation or conversion techs could ease the aftermath of an invasion as the civ learns how to deal with this.


I would love to see the need for subjugation or conversion techs. In the simplest form, either planetary morale would be extremely low, or influence from the previous owners would be set artificially high, allowing the planet to flip back at any moment. The populace would, over time, turn towards your civ (with the rate of conversion depending on alignment, etc.). Conversion/subjugation buildings and techs, as you noted, could speed this up, or at least keep flips or rebellions at bay.

More interesting would simply be having multiple races on one planet - though again, that might be beyond the scope of DA. I would definitely like to see this in the future.



Reply #27 Top
Good stuff!

There has not been much dev activity on forum, guess they are too busy coding the game. I do hope they are taking notes, too many good ideas floating around here, to be missed
Reply #28 Top
I second JubJub's idea of arming troops the same way we arm ships (laser, Mass driver... missiles?)... Gc2 can simply decide that all troops use tanks and the missile part is solved. It's all about abstraction, right?

This requires fixing the weapons/defense branches. Basically, all weapons and defense research should apply to every aspect of the game. No "starbase fortification" branch types where you can get missiles without having the technology. Starbases and troop weapons/defenses should be done like upgrading ships.
Reply #29 Top
This requires fixing the weapons/defense branches. Basically, all weapons and defense research should apply to every aspect of the game. No "starbase fortification" branch types where you can get missiles without having the technology. Starbases and troop weapons/defenses should be done like upgrading ships.


I agree!
Reply #30 Top
My idea may be a bit more superficial, but I would like to have some control over my troop, tank, walker design, like I do with my ships. Ship design in game is not just a visual thing though its also a stagegy, what did I load up on and what did not make the cut. Troops, ect would be the same. I am thinking stuff like personal armor, weapons, and so on would determine my troops advantages. Especailly when you consider that in DA there will be many types of planets now. You troops may need to have enviromental suites to fight effectively on a swamp planet. And again its a question of style, I did not like the generic looking fights, I dont care if the fight comes down to random number crunching but give me the illusion of a individual fight different from the others.

Also I like the military population idea and barracks. I dont think it would add much to the micro management of a planet. It could be tied to the preexsisting system just add a total number of troops avaliable, this could also be good because you could move troops around ship men from core worlds to the boarder planets to pump up defenses, instead of having to develop the crap out of a planet. I think that the barracks idea could be expanded on even more to include a officers school, like VMI or West Point, which would increase leadership, and would allow you to develop military plans like combined arms, or blizkreig, counter insurgence these type of plans.

I also agree with the idea of fight rebellion though I think it would have to be a balance, because to many troops could be seen as opressive and cause a rebellion.
Reply #31 Top
I agree with a lot of the statements posted in this thread, I miss the mechanics of MOO, and other games. Systems where you don't necessarily wipe out the entire planets/cities population unless you want to.

And I miss planet defense systems so I don't have to have ships on all planets or the very least near them at all times to defend.
Reply #32 Top
I wish you could take part in the battle. Has anyone played KOTOR(Star Wars: Knights of the Old Republic)? I would like it to be something like shooting fighters on the Ebon Hawk.
Reply #33 Top
No way. The Ebon Hawk minigame was _the_ most annoying part of the game. I wanted an rpg, not an arcade game. I ended up disabling or modifying the minigames in kotor.

Kotor is my best gaming experience, by far. GC2 has a long way to go before reaching KotOR status. I think it can get there, though.

To recap your question: Not only "no" but "HELL NO!"
Reply #34 Top
No way. The Ebon Hawk minigame was _the_ most annoying part of the game. I wanted an rpg, not an arcade game. I ended up disabling or modifying the minigames in kotor.

Kotor is my best gaming experience, by far. GC2 has a long way to go before reaching KotOR status. I think it can get there, though.

To recap your question: Not only "no" but "HELL NO!"


Agreed, though it would be kinda cool to have a "first person" view in the combat viewer
Reply #35 Top
I second the MOO2 suggestions, for building military facilities and enslaving... I mean, liberating the populations. I usually play a pacifist with a bad temper, and I'd rather just kill the guys fighting me rather than the civilians.

But the big question then is whether or not to include the racial tensions of MOO... that is, when my forcefully tamed Drengens start feeling the urge to fight again... just like Robotech...
Reply #36 Top
MMM. I think it would be better to have interactive combat. You know like changing your mouse to a crosshair and being able to shoot down the ennemy troops by clicking   .

Also using MOO2 as an example is not a very good idea considering the fact that keeping population of a different race gave you the possibility to exploit their bonuses. So there was a purpose to enslave and breed others. (Ahh my cybernetic minion breeding .
Reply #37 Top
I want the troop transport to not be destroyed after an invation, unless the invaders lost. Is this too hard to do?
Reply #38 Top
I want the troop transport to not be destroyed after an invation, unless the invaders lost. Is this too hard to do?


This would be acceptable in my opinion. The only thing lost should be the actual troop module. Not a game breaker really, but it would be something different. Place say, six modules on a hull and use one ship to sweep maybe four planets, pending on troops needed/lost of course. Hmmm  
Reply #39 Top
Unfortunately, most humans just aren't prepared to do what it takes to make drengin work. Niether are they generally willing to allow them to do most of the things they regard as entertainment. So if they won't work in the fields, labs or factories, and your entertainment centers are no good on them, why leave them alive?
Reply #40 Top
The simple system as it is works. I think the game could very easily get bogged down very quickly if you start splitting up populations, inserting tactical ground combat and alot of other things.

One idea however suggested in here that I think would be a tremendous idea, would be to have defensive tactics. In essence the defenders version of tidal disruptors and mini-soldiers.

Anti-Invasion Platforms that shoot down troop landing transports, killing off X number of soldiers. Or maybe Entrenchment allowing you a greater advantage. Each would have to have proper penalties to balance them out.

In the end, I think that would be the best course, keep it simple, but add some more tactics to the defenders side.
Reply #41 Top
Hmmm I wonder if you could have THREE populations Civilian, Soldier, and Slave (for evil civs). Slaves would add to production and morale, but if they get to big they will rebel. So you would have to keep your military up on those planets.
Reply #42 Top
There is some great discussion in this thread. Of course I don't agree with all of it, but some great ideas. I think most of us have played a variety of 4X games here, but this is my idea. I think the fun factor of the game takes a hit when too many options are presented to the player. Adding complexity to the game is great for a lot of players, (Like myself.) but what if I don't want to have to worry about decisions like how do my troops attack? Or various ground unit types. Any how what I'd love to see is something along these lines:

Mixed unit types: IE. (All but marines need to be researched down an offshoot of the planetary invasion branch of the tree.)
Marines.
Mechanized. Armor/Mech-warrior.
Robotic. (Not so effective in battle, expensive, but doesn't draw off pop/tax reserve.)

Air units. Never able to fully capture a planet alone.

When you launch a transport from a planet you're presented with what kind of troops to load onto it. Each one costs some additional amount unless they're just marines.

Secondly upon arriving at a planet you're presented with a menu of invasion options, as it is now, but there could be an optional 'tactics' list of options. (I liked the Moo3 planetary invasion model.) It would be interesting if the planet types (Now that DA has planet types) favored certain tactics. IE scorched earth has less negative impact on toxic/radioactive environments or Tidal disrpution is less effective on aquatic worlds. etc.

These are all interesting ideas, but at what point would all this break the 'fun' factor with needless and frivolous complexity? Thanks for listening, and again, thanks to to the developers for what I feel is the strongest and most compelling game in the last 6 years.



Reply #43 Top
We need a surrender bar and a morale, so that the entire population don't fight to the death.

And then you'd be able to have alien populations on your worlds to cause trouble.
Reply #44 Top
Secondly upon arriving at a planet you're presented with a menu of invasion options, as it is now, but there could be an optional 'tactics' list of options. (I liked the Moo3 planetary invasion model.) It would be interesting if the planet types (Now that DA has planet types) favored certain tactics. IE scorched earth has less negative impact on toxic/radioactive environments or Tidal disrpution is less effective on aquatic worlds. etc.



OHHHHHhhhh!I like these ideas I DO!   (Especially the water one.)
Reply #45 Top
I think if the race was a super-adapter, sporeships would be nill-none in their efforts to kill them!
Reply #46 Top
or Tidal disrpution is less effective on aquatic worlds.


Wouldn't tidal disruption be more effective against aquatic worlds, and less effective against worlds without or with little water?

Reply #47 Top
Wouldn't tidal disruption be more effective against aquatic worlds, and less effective against worlds without or with little water?


I think they meant that an aquatic dwelling civ would be more apt to be prepared for some sort of tidal event since it is part of the natural environment (plus I would think that an aquatic planet could dish out some serious tides/water anomolies), whereas a dry planet would be more susceptible to a water based attack.
I see your point though, as it could probably work both ways. Hmmmm...