GroundBattle Units like Ships as Unit
Posted: Mon Jan 27, 2014 2:27 pm
I dont know how actual Troops are implemented but would like
if these could buld similar like Ships and Fleets while they can
get loaded into Baracks or Trooper SpaceCrafts while Gear to
deal Load and Unload from Ship deals with same for Planet
resp Barracks there to determine what Unload means especially:
Invasion or Station.
I miss Kind of SpacePort for Planet that Ships from Planet can
return from Orbit to SpacePort resp analog Trrops from Barracks
transfered to free TroopShips in Orbit.
If Troops thought as Kind of SpaceCrafts these are like Ships
without Drive and Need instead Orbit TroopShips inside Orbit
to change from Barrack to Ship while thus the TroopShips dont
get wear out by Invasion while the Barrack-Production gets
important as Source for Troops.
It seems reasonable to think of Troops as Kind of SpaceCrafts
with liited Capacities for Movement, offering same Mechanism
for SpaceCrafts to land on Planet eg to aim for omit potential
EnemyContact while as Load on SpaceCrafts these Units change
to Kind of Passenger analog to Cargo for unliving Items. Means
when Trooops get Unit-Class from Ship with new Limitations
resp Features (can not move like Colonizer Base while can
enter SpacePort resp Barrack on Planet but need SpaceCraft
in Orbit with suited Storage Type and free Capacity) think
same Time for Issues of CARGO and FREIGHTER, to factor
that in as useful Constraints to solve it more generic and
thus also offer Opportunity to utilize it easily when later
Idea comes up to move specific Loads with Freighters made
like ordinary Ships but special Cargo-Pods as Interior, given
like Mark-I Designs and used from Economy while Player
does not get in Touch with that civilian SpaceCrafts while
same Mechanism for traditional SpaceCrafts can get used
to calculate Impacts from foreign hostile Fleets. Think
simply of 2nd tzpe of Fleet the Player does not have to get
in Touch by Management same like for known Type of Fleets
and SpaceCrafts (BUT COULD!!) while Simulation gets
new Meanings to behave more rational.
However, I would like to have managable Gear for Supply
and Deposit for Fuel Militaric Bases do Kind of stationary
Supply while Military Tanker could get used to remote Resupply
of Fuel similar like Scouts do remote Recon Services. Player
does than can control Fuel Supply similar like Recon Service
from Scout. TroopShips do similar Kind of Troop-Supply while
there is actually no Way to reuse unloaded Troopers while
their PayLoad are Troops from Production ... I prefer Barracks
as Site where the Player get his Troops while Production by
Industry appears somewhat strange inclusive implicite safe
Wear Out by Invasion.
I do here primary ask for Troops for GroundBattle build from
same Class like SpaceCrafts with just different Features like
seen for ColoiyBase which can not travel between Nodes and
Barracks as Source for Troops BUT point to additional Aspects
above to factor in as Hint for the right Way while same factored
in provides Opportunity to use same Code InfraStructure to
realize later - if wanted - also Fuel and Tanken or Freigheter
and Wares without Need to implement a 3rd or 4th Set of
Classes which do almost the complete same.
Repeat the brief Point:
That we have:
Production >> SpaceCraft >> Orbit
That I propose:
Barracks >> Troop >> Trooper
Opportunity for:
Barracks << Troop << Tropper (Relocation -> Invasion?)
Analog for SpaceCraft:
Production >> SpaceCraft >> SpacePort -- as Kind of Storage
SpacePort >> SpaceCraft >> Orbit -- instead stall Production start on Demand --
SpacePort << SpaceCraft << Orbit -- analog reverse Landing for SpaceCrafts
We may consider then how to deal Damage from Attack for landed/planetary Gear and InfraStructure
when Player say: oh, that landed SpaceCrafts are annoying - why we can not attack them?
Same Issue exist already for planetary Gear and Infrastructure and we can deal that with
same Code.
Used as EXAMPLE for potential SpinOff (Option for FREE - no Need to utilize it that Way - we just
could.. that is an Option .. due to worse Experience I feel to have stress some Aspects really clearly
to have better Chance to avoid MisUnderstandments!) of that Change we can do same Way this:
Fuel-Depot >> Tanker >> Remote Node >> Supply Fleet (we dont have to but CAN)
Industry >> Product >> Freighter
Industry << PRoduct << Freighter (Trade/Supply)
if these could buld similar like Ships and Fleets while they can
get loaded into Baracks or Trooper SpaceCrafts while Gear to
deal Load and Unload from Ship deals with same for Planet
resp Barracks there to determine what Unload means especially:
Invasion or Station.
I miss Kind of SpacePort for Planet that Ships from Planet can
return from Orbit to SpacePort resp analog Trrops from Barracks
transfered to free TroopShips in Orbit.
If Troops thought as Kind of SpaceCrafts these are like Ships
without Drive and Need instead Orbit TroopShips inside Orbit
to change from Barrack to Ship while thus the TroopShips dont
get wear out by Invasion while the Barrack-Production gets
important as Source for Troops.
It seems reasonable to think of Troops as Kind of SpaceCrafts
with liited Capacities for Movement, offering same Mechanism
for SpaceCrafts to land on Planet eg to aim for omit potential
EnemyContact while as Load on SpaceCrafts these Units change
to Kind of Passenger analog to Cargo for unliving Items. Means
when Trooops get Unit-Class from Ship with new Limitations
resp Features (can not move like Colonizer Base while can
enter SpacePort resp Barrack on Planet but need SpaceCraft
in Orbit with suited Storage Type and free Capacity) think
same Time for Issues of CARGO and FREIGHTER, to factor
that in as useful Constraints to solve it more generic and
thus also offer Opportunity to utilize it easily when later
Idea comes up to move specific Loads with Freighters made
like ordinary Ships but special Cargo-Pods as Interior, given
like Mark-I Designs and used from Economy while Player
does not get in Touch with that civilian SpaceCrafts while
same Mechanism for traditional SpaceCrafts can get used
to calculate Impacts from foreign hostile Fleets. Think
simply of 2nd tzpe of Fleet the Player does not have to get
in Touch by Management same like for known Type of Fleets
and SpaceCrafts (BUT COULD!!) while Simulation gets
new Meanings to behave more rational.
However, I would like to have managable Gear for Supply
and Deposit for Fuel Militaric Bases do Kind of stationary
Supply while Military Tanker could get used to remote Resupply
of Fuel similar like Scouts do remote Recon Services. Player
does than can control Fuel Supply similar like Recon Service
from Scout. TroopShips do similar Kind of Troop-Supply while
there is actually no Way to reuse unloaded Troopers while
their PayLoad are Troops from Production ... I prefer Barracks
as Site where the Player get his Troops while Production by
Industry appears somewhat strange inclusive implicite safe
Wear Out by Invasion.
I do here primary ask for Troops for GroundBattle build from
same Class like SpaceCrafts with just different Features like
seen for ColoiyBase which can not travel between Nodes and
Barracks as Source for Troops BUT point to additional Aspects
above to factor in as Hint for the right Way while same factored
in provides Opportunity to use same Code InfraStructure to
realize later - if wanted - also Fuel and Tanken or Freigheter
and Wares without Need to implement a 3rd or 4th Set of
Classes which do almost the complete same.
Repeat the brief Point:
That we have:
Production >> SpaceCraft >> Orbit
That I propose:
Barracks >> Troop >> Trooper
Opportunity for:
Barracks << Troop << Tropper (Relocation -> Invasion?)
Analog for SpaceCraft:
Production >> SpaceCraft >> SpacePort -- as Kind of Storage
SpacePort >> SpaceCraft >> Orbit -- instead stall Production start on Demand --
SpacePort << SpaceCraft << Orbit -- analog reverse Landing for SpaceCrafts
We may consider then how to deal Damage from Attack for landed/planetary Gear and InfraStructure
when Player say: oh, that landed SpaceCrafts are annoying - why we can not attack them?
Same Issue exist already for planetary Gear and Infrastructure and we can deal that with
same Code.
Used as EXAMPLE for potential SpinOff (Option for FREE - no Need to utilize it that Way - we just
could.. that is an Option .. due to worse Experience I feel to have stress some Aspects really clearly
to have better Chance to avoid MisUnderstandments!) of that Change we can do same Way this:
Fuel-Depot >> Tanker >> Remote Node >> Supply Fleet (we dont have to but CAN)
Industry >> Product >> Freighter
Industry << PRoduct << Freighter (Trade/Supply)