Adrian Laguna wrote:I feel general tech is too ambiguous. See the following scenario:
I spent 40 points making my armies better as a whole. I have a landing force of 4 million men facing a PDF twice its size. How do those 40 points affect the result? Remember that those 40 points (the cost of a BB) is spread across the entire army, not just those 4 million men. My nation has a population of 40 billion while the enemy has a population of 60 billion, so 1-1 my men are better (in the interest of proportional equality), so we have to consider that when applying the bonus. To further complicate things, what if the enemy spent 20 points in entrenchment technology?
Entrenchment technology is silly on the face of it. The better idea would be that they have a bonus to defense. Meanwhile, you have a benefit to attack and defense, plus a number of other factors. This alone is not enough to always win the battle, of course, since if you're facing overwhelming odds, you're still going to be crushed. My initial reaction is what Acadamia Nut suggested in the latter part of his post (1pt=1%), with super-duper special forces being restricted to mod review.
Yes, relative strength compared to population is a factor. You don't get overly gimped for having a smaller population, that has it's own drawbacks. However, there are logical limits. If you have just one person as your nation and he controls a hivemind fleet and blah blah blah he's still not going to be able to take down an entire planetary assault force single-handed without nary a scratch. Similarly, if you have a quadrillion soldiers, it's not going to be very effective either. Remember that one of the tenents is to not travel too far from the norms. Variation is fine and well, but having a platoon of Kryptonians can get stupid fast.
Like I said before, general bonuses, rather than specific ones to specific units/ships/formations, is asking for trouble.
The problem is that down that road lies expanding the points system into something much more severe than it is now. The points are a guideline to allow players to discuss relative strengths and weaknesses when they have a battle. Ground combat is relatively minor in comparison to space combat, and I don't want to get into the specific construction of a division.