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From: Ben K. <ben...@it...> - 2003-05-20 02:53:59
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<snip> > > >Only issue here is they work differently .. An armour unit with > tanks in a > >cave may still have guys with rifles , so is effective ( though > less so) and > >still has mouths to feed. A ship which is mothballed is a dead hulk. > > > >In game terms mothballing the tanks in an armoured unit means some of the > >amour components ( items) are no longer active .. With a ship > unit the whole > >unit becomes inactive. > > I still think that one can mothball a tank regiment unit :: all huys are > removed > the ionly thing left are the tanks themselves... no mouth to feed > > but I understand the issue > > if one make a unit like > > > StandardArmyUnit = > > InfantryRegiment // 1000 rifle mens > TankDivision // 500 tanks with personnel > > what is left after a mothball : tank hulls and riffles ??? Actualy an armoured unit may look like this Armoured Unit (size 125 ) - Components Medium Tank hull (crew 4) , 10 ton ICE , 128 mm gun , 2 * MG , combat sensors I , 3 * 10 ton steel armour, 4 * Rifles. (Crew will be 500. ) While in the long term I may allow mothballing at this points it is too much of a pain. One thing you may note is that when the Unit is stowed or raided with surprise "heavy equipment" may not be used , this would be similar to mothballing . So when there ship is bordered the unit is still somewhat usefull if you dont have the rifles they will be massacred in a surprise command raid or boarding. Ok I will put the order in but it will be inactive at this point. > > > > > > > > > > > > - transport(do they never carry anything? what about > > > goods(possibly need > > > > > protected supplies to a hostile planet/area) or artifacts > or heros?) > > > > > > > >Thats an interesting point the way I see it transport would be > > > done by ships > > > >acting on the armies . Again as armies are confined you will > > > need to use a > > > >fleet to move stuff. > > > > > > > > > - lay minefield (why not, sacrifice production potential > for defense > > > > > against landings) > > > > > > > >These minefields are space based I dont envisage ground > based units could > > > >lay space based mines. > > > > > > they can lay mine fields on ground in prevision of ground combat > >This would be a mine component as part of an infantry unit and > would be done > >automatically as part of the combat phase ( which can be 2 months - 20 > >years) . > > > > here I do not understand > > how can it be part of combat ??? Ground Mines ( not space ones) would only be activated when that unit is attacked. This occurs in the combat phase and the mines can be asumed to be layed ( if there is no surprise). > what is combat phase ??? is it a real-time phase ?? No , in multi player mode that I am starting with there is NO real time phases ( except transfers & disbands) . You can only give orders and the processing computer executes them all. In single player mode we may add movement during the turn , but not at present. > it seems not --> a 2 month combat phase ?? a 20 year combat phase ?? > when I play 4X I feel personnaly always in combat phase !!! 1 turn in the game will represent 2-3 months to 20 years. It will start out at 20 years but drop later when certain techs are achieved. There may be a number of ground combat phases but I will start with 1. > > laying mines take a long time and you may want to do it many time > before any combat occurs and personnaly if I was an infrantry guy I would > refuse to lay mine during a combat ! The benefit of mines is most during mobile combat ...Anti tank mines especially were /are used heavily to secure the advance and hinder counter attack. Pre prepred mines are easily defeated because offensives plan for them , exploding wires , flailers , scouts clear paths etc. Besides in a 3 month - 20 year turn you have plenty of time to lay the mines , they are just asumed to be there for combat. Also remember 1 region in the game is the size of the US and much bigger than europe . Ben |