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The best description of ground combat in this game that I saw! And the best thing! 😁
Here we see an outnumbered but heavily entrenched Sakkra infantry battalion preparing to defend against a Mrrshan mixed arms assault force.
http://steamcommunity.com/sharedfiles/filedetails/?id=835039196
Actualy, the ground combat is a bit TOO simplistic. I need to get some idea of how many troops to commit. OK, Mrrshans and Bulrathi get a ground combat bonus when defending. How do my invading troops compare regarding armor, weapons, shields etc? There is no clue right now. Should I send in as many troops as the enemy has defending? Do I need more to guarantee a victory? How many more?
We need some sort of odds calculator at the very least, to help me decide such things.
Do not try to win the ground combat. Instead, simply realize the truth: There is no ground combat.
It's actually insanely simple: Even numbers win the fight - unless against mrrshans or bulrathi, in which case double numbers win the fight.
Hell, MOO3 had a more interesting concept for ground combat. A poorly executed concept, but a better concept all the same.
The best manifestation of logic-the lack of it, right? In a series of games moo has always been a ground combat though not perfect, but interesting, though it was possible to calculate how many ground troops you need and in this game he is just empty, not completed. And, instead of having to add at least the numbers, it is necessary to leave without touching... brilliant! And it is normal that in the game there are technologies for ground combat and races are prone to it, but to use them you can't normally? ?
The game seems you a monster? Well she is a Monster with a bunch of not finalized, the wrong decisions are taken from different games and have a rating of 70% (70%!) Do you think it is normal for the series of games that still look up to game developers?! Do you think that no good games with mixed genres? What about imperium galactica?! And if the Monster is in your understanding something complicated, go play a party in CS or ping-pong, there's no need to think, they are not difficult. There are important more response, but 4x strategy is not about it...
P.s.: Don't need so much aggression next time, try to respond adequately, several times thinking... Probably not just created the same topic, perhaps there is still a problem then?
As far as having enough troop transports to keep fighting, you can build them at conquered planets that have marine barracks starting the turn after conquest. If you have enough cash can churn them out five at a time the turn after that or two turns after if you need to buyout a marine barracks. It helps if you don't have to bomb the planet, of course.
In a lot of cases I agree with what you say. Here I disagree with you. To me, this is a cop out excuse just like Paradox has used with Stellaris. It's a Space game they say. They why even bother with ground combat mechanics and have it like Star Ruler (could be wrong and thinking about another game) where once you win the space battles you take over the planet?
Why give traits to the Bulrathi that they are exceptional ground combat force? Why say in the fluff that Sakkras are also a great combat force to be reconded with?
While I wish combat was a bit more flavourable I agree we don't need no RTS for ground combat or either what Age of Wonders III has. I would have liked something just a bit more.
I would even go to say since it takes a lot of work to make troop transports for so little game maybe it should even be removed from the game and just do what the Original MOO did and just conscript the population you have to attack other planets. This way the Sakkra would be more fomidal because they can grow back faster and be harder for the Silicoids because they would have to think really hard if they want to do this.
So it should either be gone entirely, wich I don't want. I want ground combat, but a bit more fleshed out. Something like what was done in Call to Power 2 would be perfect. Quick, easy and a few tactics.
In general, keep in mind that ... I post for fun, largely. Not that I hold out any desperate hope that all the rest of you guys feel that I'm funny - it's enough to me that I think so.
So take anything I ever say with a grain of salt. That said - thanks =D
If a more strategic ground combat was the intention, the only really viable road I see would be picking strategies. You ever played Empire in Arms? No? Well ... I'm apparently the only one.
It worked like this: Attacker and defender each picked from a set of five (I think) strategies. Think 'how do I place my men'. Each attack had a specific modifier against each defence. Guess what your opponent was picking, and you could get a very decent force multiplier.
Easy-peasy. Add that on top of the existing system, maybe expand a bit on force strength, and you have something that's simple and interesting.