General_Zaber wrote:
Do you have a vendetta against me Geoff?
You've done nothing objectionable that I've noticed or recall.
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Or do you just hate all of my ideas?

Whether I like them or not isn't really the issue... I've proposed some similar ideas myself, but now that I'm sort of deciding which ones to use, I have to be critical.
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It would help if there was a little more "constructive" in your constructive criticism
I didn't really read the details of your proposal in this case, because after skimming it, it was obviously much more complicated than what I think is appropriate. I've tried to explain why ground combat needs to be relatively simplified, especially if it ends up being resolved during a battle. Beyond that sort of explanation, I can't really give "constructive" criticism of your suggestions because they're just not applicable... It doesn't matter what subdivisions of units / regiments you proposed, different types of units, details of "regions", or objectives and targets if the whole thing is too complicated.
In particular, for a galaxy-spanning TBS with solar system-spanning phased time combat, dealing with different troop types is impractical. Consider the annoyance of having more than one type of missile to keep track of in a fleet, and imaging having to load up different types of ground troops and deal with all the related issues. Rather than doing all that, we can simplify to what's important and appropriate at the scale of the game, and just have armies that are fully self-contained and functional. If this was a ground combat simulation game, then having lots of detail of units and tactics would be fine, but it's just one part of a much larger game, and can't be made any more complicated than it needs to be.
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Seriously though,I think oversimplifying ground combat should be a definate no-no. I don't mind dropping what I've called "Support Assets" and "Special Forces" and ditching "Objectives" and "Targets," and such. And I know there are a lot of design decisions to be made before v0.6 but just like space combat, having a larger stack of units shouldn't guarantee victory.
There can be various statistics about an empire's ground troops beyond their number. Even MOO 1 had various techs that improved ground troops. The point is that the actual process of making and using them has to be kept quite simple.
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I think just adding Tactics is simple enough to track on each planet (There are only ten! And I doubt you'll be fighting for all of them at the same time).
There's also a whole system's fleet battle going on at the same time. And ten separate combat simulations with different planets spread around a system, with its own complicated UI that'd have to be popped up to check the details is quite a lot to keep track of.
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Abstracting everything to just your force composition and a few modifiers for race picks and environment is a serious let-down to what I consider a very important part of the game (important enough to have a whole v0.# dedicated to it)
Having a v0.# in a roadmap written five years ago doesn't mean a subsystem has to be particularly complicated.
However as above, tech and other factors can influence combat; it's not just race and environment.