A
Aries
01 Mar 2016 20:16
Link
This is an update to the suggestion found here:
https://www.simcountry.com/discus/messages/8/24775.html?1427724961
The original goal of simplifying unit management is still sorely needed. A recent war has made it clear that war length is as much of a concern. The war between Whiteboy and I contained no less than 10 full hours of heavy combat spread out between two days, with blackout period between. Some of what was said about the war can be found on the General Forum under the title "WB's Last Fight".
I don't believe Simcountry is intended to ask this type of time commitment of players who may simply be defending their assets. The temporary war protection mechanic is there to add protection during vacation and other times where a player wished to protect their countries from the threat of war. That mechanic is not sufficient to allow for any time a player does not have 10 hours to spend defending their country. Blackouts also proved insufficient to this task as, even with his blackout periods set, many hours could be unnecessarily imposed on a player to defend their empire.
The rate of reinforcement has been sighted as possibly being too fast, enabled by shuttles, compared to the pace of combat. Changing the replenishment ability of shuttles, however, would have reach beyond combat to make simply day-to-day use of shuttles more frustrating. Players who simply manage their empire peacefully should not experience a change in their game-play to fix combat.
The solution to make managing units simpler, reduce the lengths of wars, and to balance pace of combat with the rate of reinforcement is to increase the size of military units. All military units, garrisons, mobile units, etc. should be increased in size by a factor of 10. Further, the cash reward of c3s should be similarly increased to account for the additional military capability of computer countries (leave their number of units the same, multiply their weapons/unit by 10).
This would see a marked benefit in all three areas.
1. Instead of managing many dozens of units, in particular interceptor and helicopter wings, a player would be able to concentrate their military power in fewer units. This would be much easier to manage, especially when under fire.
2. The lengths of wars would be less as battles would be more decisive. Rather than each click ordering weapons numbering in the hundreds to attack, it will now be possible to order thousands of weapons at a click. Hundreds of initiated attacks would be replaced by dozens. To alleviate some fear on the defensive end, an attacker would still be required to attack and destroy many defensive installations for victory, such as defense fortifications.
3. The pace of combat would now be more balanced with the rate of reinforcement. A decisive strike against a defense, or even the attacker's assembled offensive units, would now be possible before an opponents has time to shuttle in reinforcements. This allows more strategy in these conflicts, making what is on the ground more important rather than a relative instant ability to simply draw reserve weapons and units from storage.
https://www.simcountry.com/discus/messages/8/24775.html?1427724961
The original goal of simplifying unit management is still sorely needed. A recent war has made it clear that war length is as much of a concern. The war between Whiteboy and I contained no less than 10 full hours of heavy combat spread out between two days, with blackout period between. Some of what was said about the war can be found on the General Forum under the title "WB's Last Fight".
I don't believe Simcountry is intended to ask this type of time commitment of players who may simply be defending their assets. The temporary war protection mechanic is there to add protection during vacation and other times where a player wished to protect their countries from the threat of war. That mechanic is not sufficient to allow for any time a player does not have 10 hours to spend defending their country. Blackouts also proved insufficient to this task as, even with his blackout periods set, many hours could be unnecessarily imposed on a player to defend their empire.
The rate of reinforcement has been sighted as possibly being too fast, enabled by shuttles, compared to the pace of combat. Changing the replenishment ability of shuttles, however, would have reach beyond combat to make simply day-to-day use of shuttles more frustrating. Players who simply manage their empire peacefully should not experience a change in their game-play to fix combat.
The solution to make managing units simpler, reduce the lengths of wars, and to balance pace of combat with the rate of reinforcement is to increase the size of military units. All military units, garrisons, mobile units, etc. should be increased in size by a factor of 10. Further, the cash reward of c3s should be similarly increased to account for the additional military capability of computer countries (leave their number of units the same, multiply their weapons/unit by 10).
This would see a marked benefit in all three areas.
1. Instead of managing many dozens of units, in particular interceptor and helicopter wings, a player would be able to concentrate their military power in fewer units. This would be much easier to manage, especially when under fire.
2. The lengths of wars would be less as battles would be more decisive. Rather than each click ordering weapons numbering in the hundreds to attack, it will now be possible to order thousands of weapons at a click. Hundreds of initiated attacks would be replaced by dozens. To alleviate some fear on the defensive end, an attacker would still be required to attack and destroy many defensive installations for victory, such as defense fortifications.
3. The pace of combat would now be more balanced with the rate of reinforcement. A decisive strike against a defense, or even the attacker's assembled offensive units, would now be possible before an opponents has time to shuttle in reinforcements. This allows more strategy in these conflicts, making what is on the ground more important rather than a relative instant ability to simply draw reserve weapons and units from storage.