FreeOrion

Forums for the FreeOrion project
It is currently Thu May 23, 2013 2:03 am

All times are UTC




Post new topic Reply to topic  [ 6 posts ] 
Author Message
 Post subject: Ground Combat
PostPosted: Mon Jan 16, 2012 7:38 am 
Offline
Space Squid
User avatar

Joined: Wed Jul 20, 2011 12:03 pm
Posts: 85
Currently (SVN 4592) when I look at enemy planets I cannot see the number of ground troops. This makes it hard to tell how many troops I should use to invade.
Also there is no report of the combat, just that it happened. At the least it should say who won. It is obvious who won, since either you get the planet or you don't, but a message would be good, so I know the game is working! I would like to know how many enemies survived, so I can make a plan for the future.
Some system for knowing how many troops an enemy has, and how the battle went would be good. I assume there is no random element now, just most troops win. An obvious use for spys would be to count enemy troops, so since spys are not yet implemented another system is required for now. Having a ship in the system would be enough for now to stop the current display of zero troops for all planets. Instead of zero, having a greyed out box or even a question mark would be better for unknown numbers of enemy troops.
In future I would like to see more types of troops, or at least different strengths of troops. Also troops invading ships (only some types of troops would be able to do this, so tanks and planes which could be better on planets would be useless for ships. Maybe planes could be good on planets but no use for asteriods)


Top
 Profile  
 
 Post subject: Re: Ground Combat
PostPosted: Mon Jan 16, 2012 8:23 am 
Offline
Programming, Design, and De Facto Lead
User avatar

Joined: Wed Oct 08, 2003 1:33 am
Posts: 7891
Location: Vancouver, BC
OllyG wrote:
Currently (SVN 4592) when I look at enemy planets I cannot see the number of ground troops.
Is the troop meter not showing for you? As long as you have sufficient detection, you should be able to see that meter on enemy planets, which tells you how many you need (more than) to invade.
Attachment:
File comment: Enemy planet troop meter
FO_Enemy_Planet_Troops.png
FO_Enemy_Planet_Troops.png [ 36.28 KiB | Viewed 237 times ]
Quote:
Also there is no report of the combat, just that it happened. At the least it should say who won.
As you sort of noted, if the planet was captured, then it tells you about that. If not, then the defender won. Perhaps not so obvious, but the info is there.
Attachment:
File comment: Sitrep messages after a ground (and space) battle
FO_Ground_Battle_Sitrep.png
FO_Ground_Battle_Sitrep.png [ 5.55 KiB | Viewed 237 times ]
Quote:
In future I would like to see more types of troops, or at least different strengths of troops.
I'd rather keep ground combat very simple, more or less as it is now. It might be worthwhile to add some logic before the battle starts, to change the effective numbers of troops depending on some conditions (eg. double the effective troops when on a planet type they like), but I'm not inclined to have different types of troops or different troop stats once a battle starts.


Top
 Profile  
 
 Post subject: Re: Ground Combat
PostPosted: Mon Jan 16, 2012 4:08 pm 
Offline
Design & Graphics Lead
User avatar

Joined: Sat Sep 23, 2006 7:09 pm
Posts: 3693
Location: USA — midwest
Geoff the Medio wrote:
OllyG wrote:
In future I would like to see more types of troops, or at least different strengths of troops.
I'd rather keep ground combat very simple, more or less as it is now. It might be worthwhile to add some logic before the battle starts, to change the effective numbers of troops depending on some conditions (eg. double the effective troops when on a planet type they like), but I'm not inclined to have different types of troops or different troop stats once a battle starts.

I agree with Geoff, but i would like to see new technologies increase the power of your troops as in MoO1.

_________________
—• Read this First before posting Game Design Ideas!
—• Design Philosophy

—•— My Ideas, Organized —•— Get an Avatar —•— Acronyms —•—


Top
 Profile  
 
 Post subject: Re: Ground Combat
PostPosted: Fri Jan 20, 2012 8:02 pm 
Offline
Space Floater

Joined: Tue Mar 08, 2011 9:55 pm
Posts: 20
Geoff the Medio wrote:
OllyG wrote:
Currently (SVN 4592) when I look at enemy planets I cannot see the number of ground troops.
Is the troop meter not showing for you? As long as you have sufficient detection, you should be able to see that meter on enemy planets, which tells you how many you need (more than) to invade.
Maybe this isn't the right place, but (at least on Linux SVN 4593 & for a long while now), the red-except-for-Stealth bar graphs are correct and current, but the numbers under the icon (and the hover popup showing the details of the calculation) are always 0.00 for enemy and monster-controlled planets' Supply, Shield, Defense, Troops, and Detection. Stealth is shown numerically and its hover-over is populated.

For example, I am currently looking at a system with a Stealth of 15 and several of my Mark IIIs with Optical Scanners (Detection of 60) in orbit.

Except an enemy homeworld behaves differently. As with all planets, I can correctly see the Stealth number and hover-over calculations. Unlike other planets, I can additionally see the Troops number and the hover-over calculations. And the Troops meter is orange now instead of red.

Totally as an aside, this enemy homeworld planet and its constellation of defensive Mark I and IIs just defeated 30 of my Mark IIIs the turn they arrived with no defensive losses. Seems a little odd, game-balance-wise, but the planet does have a Defense of 25 and a Shield of 20, so maybe that's what's supposed to happen.

Anyway, I just thought I'd throw this out there...


Top
 Profile  
 
 Post subject: Re: Ground Combat
PostPosted: Fri Jan 20, 2012 8:11 pm 
Offline
Design & Graphics Lead
User avatar

Joined: Sat Sep 23, 2006 7:09 pm
Posts: 3693
Location: USA — midwest
metallurge wrote:
...but the planet does have a Defense of 25 and a Shield of 20, so maybe that's what's supposed to happen.

Shields shouldn't help you defeat a fleet in the system.

_________________
—• Read this First before posting Game Design Ideas!
—• Design Philosophy

—•— My Ideas, Organized —•— Get an Avatar —•— Acronyms —•—


Top
 Profile  
 
 Post subject: Re: Space Combat Balance
PostPosted: Fri Jan 20, 2012 11:43 pm 
Offline
Programming, Design, and De Facto Lead
User avatar

Joined: Wed Oct 08, 2003 1:33 am
Posts: 7891
Location: Vancouver, BC
metallurge wrote:
Totally as an aside, this enemy homeworld planet and its constellation of defensive Mark I and IIs just defeated 30 of my Mark IIIs the turn they arrived with no defensive losses. Seems a little odd, game-balance-wise, but the planet does have a Defense of 25 and a Shield of 20, so maybe that's what's supposed to happen.

Anyway, I just thought I'd throw this out there...
Please make a separate thread about that, preferably with a test save file attached.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 6 posts ] 

All times are UTC


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group