eleazar wrote:Random thoughts:
* By default it should take twice as many invading troops to equal the defending troops. I.e. to win you need slightly more than double the defenders. Double is easy to add in your head, and gives a reasonable home-team advantage.
sounds good
eleazar wrote:
* Perhaps the effectiveness of bombardment varies with how full the meter being effected is. I.E. A bomb is guaranteed to destroy troops when the troop meter is maxed out, but if the current troop meter is at 1/2 of target, then there's only a 50% chance of taking out troops. The same for infrastructure and population, though it doesn't work with buildings which have no max quantity. This would mean that it is pretty easy to seriously damage a planet with bombs, but hard to entirely eradicate opposition.
* MoO2 IIRC had an interface where you could keep hitting the "Bombard" button until you wore the planet down to the point where you wanted it. If we follow the Invasion/Colonization model, you won't know how much was destroyed until the next turn. It seems waiting to see how much damage was done could be annoying. But is imitating the MoO2 method possible with multiplayer?
This depends on the purpose of bombardment...
you could have 2 reasons for bombarding a planet
1. make a planet easier to conquer by eliminating enemy troops
2. reduce the value of a planet for an enemy
Those do have 2 different goals
for #2 you just want to keep bombing until you are done
for #1 you want to eliminate Just enough troops while preserving the value of the planet
I like the "chance of hitting pop/troops/infra depends on current/max"
I'd suggest
2 targeting options Military/Civilian
Military Targeting
Targeted take Current/Target + Random 0-10% damage
Pop+Infrastructure takes 50%*(Current/Target) - Random 0-100% damage
So the targeted thing can be wiped out, but the other can be spared (potentially)
And buildings can take damage based on Infrastructure... unless they are become separately targetable
eleazar wrote:
* Lets consider the number of troops not as the number of battalions or squadrons, but as a power rating. That way there's only one stat to keep track of and techs that improve your troops allow you to build a troop pod with a higher number. Also species with a "ground" bonus will simply generate a higher troop meter.
Definitely agree