STGOD 2k8 Planning thread

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Covenant
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Post by Covenant »

Glad to see it was clear to some folks! A few comments, the first two I'd call errors in interpertation. It seems I do have a few unclear parts! As well as a possible oversight.

1) I'd say that your fleet has only one 'action' per turn. You can't reduce their shield THEN invade, or reduce their shield THEN glass it on the same exchange. You need to wait for the next combat turn--don't know what to call it. Reducing the shield is an action--it's firing on it--it's not a passive effect, and I allow it to favor the defender to give reinforcements the most advantage possible. So I'd say you'd probably need to invade or nuke on the third turn, but the rest of your math seems fine.

2) I find it interesting you interperted the invasion force requirement as being able to weaken the shield and then invade once it's weaker than the 500 point requirement it used to be. That's kinda a cool idea... one to file away, just in case we scrap the current system. That wasn't my intent though, so I would have said you would need to bomb the planet a bit first (reducing it's value so that it's Resistance Level is lower). This is the 'cost of slaughter' so to speak that comes from gutting an entrenched enemy, and why it is advisable to bring a large landing force, or assume a great deal of the world will be sacrificed. It keeps a force of 2 frigates escorting down 1000 unarmed transports despite the best Planet-to-Space counterbattery fire. By requiring a minimum 'weight' in terms of fleet size, you hang a note on the planet that says "Serious Callers Only"

3) As for psyker stuff, I'd say that your pacifiers and such are probably closer to RP fluff than any sort of game mechanic requiring representation... so that you'd probably just use them as an explination for how kickass your guys are. Like we've said time and again, unless it's paid for, it shouldn't really do damage or have much an effect. If it's a roleplayed cost only it should only have a roleplayed function only, but the game is 99 percent roleplay anyway.

4) The question of Ground Combat and Resistance is interesting though, I'd never thought of it. I would probably say that any such modifiers would not effect the bombardment shield and may be hesitant to say they effect anything else either. I would justify this by saying the modifier applying both to the power of your offensive corps and defensive garrisons makes the ability twice as effective as intended. This is because your foe is required to spend twice as much (or more) to invade your worlds while you can spend half as much (or less) to invade his. In simple terms, consider this:

  • 500 defender points x 2.0 Ground Combat Bonus = 1000 resistance level against Joe Average invading Kilrathiland
    = 1000 invasion force points expended
    1000 out of 1000 total army points (assuming 1000 production) equals 100% troop use.
  • 500 defender points x 1.0 Ground Combat Bonus (none) = 500 resistance level against Kilrathi invading Normalville
    = 500 invasion force points expended
    500 out of 2000 total army pounts (assuming 1000 production and x2 Ground Combat Modifier) equals 25% troop use.
So it seems like that system quickly favors people with ground modification much, much more than the 2x we intended. For equal production, one side is operating four times as effectively as the other, but at only a cost of 100 racial points!! Imagine for someone with 400 points into it, being 10 times as effective overall. That's horrifying, and I think you can see why I'd argue against it.

If people think that the pool of troops for offensive is insufficently beneficial when considering defense, we need to be very careful with what bonus it grants.

Multiplied levels of ground resistance? Increased duration before compliance? The seemingly rational but dangerous option of allowing anyone (including +Ground Combat factions) to deploy their troops to their own worlds defensively? We still end up having the possibility for extremely large garrisons, which I think is problematic for a lot of reasons.

Though I'm not entirely happy with the idea, I think keeping it restricted to offensive uses is probably the safest way to handle it. Defense, being equal to all, would still favor the ground attack bonus crowd, as they'll be able to invade new worlds (even if they have no specific bonus to retaining the ones they have).

Though it is theoretically also possible to split Ground Combat into (ugh) Invasion and Resistance bonuses, with perhaps an Assimilation bonus (as mentioned elsewhere) working directly on the Occupation Modifier.

This is perhaps the most fair in terms of cost-to-benefit pricing, but it might make people unhappy and leads to aptitude bloat. I suppose that it's worth mentioning though. We were discussing how unfairly powerful ground combat was before... maybe it's only reasonable to divide the power into offensive and defensive uses. It would, at least, allow people to correctly model the way they wish to interpert their faction's abilities without being gamebreakingly powerful, and would lower the risk of the 'doubling' secnario I outlined above with Joe Normal and the Kilrathi.
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Post by Darkevilme »

I missed that little clause and perhaps neglected to account for suborbital cannon batteries shooting dropships as part of resistance and i might of even thought of them as part of the planetary defences being lowered by bombardment.

And lets not forget that a class ten world is still a hard place to crack simply as for an inadequate fleet like the four hundred point one to be able to sit there beating down on the shield to try to bring it down enough to launch troops or glass it needs to be there for multiple turns, two in the example. In which it would probably be adviseable to have a larger fleet simply to stop the angry planet owning nation dislodging you with their own fleet of righteous indignation.

So planetary defences (formerly bombardment shield)= a combination of planetary shields and defensive weapon emplacements that must be bombarded and blasted into submission.

Planetary guns while murder for small vulnerable landing craft for troops that must make it through the defence guns optimum ranges to reach the surface are not much of a danger to a capital ship that can stay at a sufficient range for evasive manouvering and simply move out of range entirely when its shields get maimed and come back a few hours later.

This reclassification of the planetary guns means that resistance is a value only applicable with regards to invasions and must be met by the invading army not the attacking fleet that probably already met the requirements of either being uninterrupted by the planet's owner for long enough or being more powerful than half the shield.

And maybe we could have ground combat racial bonuses apply less effectively for defence.

Resistance strength = planet value x50 x 1(+1/5? +1/2? +1/10? of racial ground combat bonus?))

Or resistance strength = planet value x 50 + racial bonus or half racial bonus.

Additions:
This means glassing and invading use the same rules for when you can do them. (once fleet strength exceeds shield strength)

Also how much is the policeforce/resistance for purposes of liberation valued at?

Would it be possible to spend points to declare a world of strategic importance and improve its defences that way. So planet well-placed-mudball is a level 3 world but due to location is fortified beyond the level its industrial output would warrant?
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Post by Covenant »

Well, I really don't want to sound like a jackass, but I don't think any of those changes are necessary.

The shields are, afterall, supposed to soak all damage up to a certain point, but doesn't stop you from landing in unshielded areas of the planet. The resistance level also has to do with tanks and shit on the ground. The reason you can't land, persay, is that you'd be repulsed by ground forces on the enemy side--like the Germans on Normandy. So they're totally different things. Combining them removes an incentive for bombardment, and so removes an advantage of the shield and some elements of strategic choice. I think it's important for even an undefended world to have a military that isn't easily picked off--these places should be designed to resist invasion, not have big, obvious AA guns that can be splatted from space. Resistance should stay seperate.

Police forces are listed as working exactly the same as normal resistance. I make it quite explicit--you gain no benefit for liberating a Compliant world that used to be loyal to you. That'd be a bit unfair. I changed the name to refer to police forces in specific to avoid claims that your subjects would welcome you with flowers and there'd be no resistance at all. So there's no change in resistance when invading a world that was previously yours--it defends as if it had never been yours at all.

I'd say no for worlds of strategic importance. Just make it a 100 point planet (on the 10-100 scale) and say that it has that level of production because the mudball has such strategic importance that it is chock full of wrecks and such that can be mined, or it has old munitions depos and stuff.

I also don't think we need to add racial bonuses to the planetary values, for reasons in my earlier post. There's no way to justify it in terms of point cost, and the math gets messy fast when you apply fractions to things. If anything we should split the ground combat bonus into 2, 3 or 4 other abilities that are more specific in their functions: (Invaders, Resistance, Assimiliation, Better Shielding)
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Post by Darkevilme »

Hmm, i've put some thought into it and I suppose you're right and I'm good to use your system as is. Mainly cause Academia's system is something i dont have the energy or incentive to decipher.
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Post by Covenant »

Hopefully we'll come up with a system everyone thinks works out well. Nut's original numbers were the inspiration for my system here, just like my description of the attributes (and the combat system based on them) were strictly based in hotfoot's stuff. I'm hoping that the more we see these things tested (as you did) we'll arrive at a solution that makes sense, even if it's none of the ones on the table yet. I really hope we don't need any more mechanics at all for space or ground or anything--just some verbose and clear description of the few we have. ;D
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Post by Academia Nut »

Hmmm... while not entirely agreeing with your system Covenant, I am warming to it a bit more. I still don't quite like your bombardment rules, in that I feel it should be an all or nothing affair, with no attrition required or possible, so as to improve the "Serious Callers Only" idea. The problem is mostly in that with the smaller colonies you could have people being real jackasses, parking a bunch of little ships in orbit about the smallest worlds while having their main fleet rampage about and keep relief from coming. If we have bombardments taking place once a day, then a five point destroyer can eventually whittle through the 100 points of defence about a 1 point world in less than a month. So long as the defender is distracted with other things, it can be done. The attacker benefits, because in order to have to credibly drive off the besieging ship the defender will have to deploy a larger force than is beseiging the world, which reduces defences elsewhere. And the little destroyer can just run at the first sign of trouble, essentially wasting the defender's time.

With an all or nothing system like the one I proposed, there is a certain minimium investment required to actually attack a world.

As far as attribute bloat, to a degree I am for it. Maybe not Attack Bonuses and Defence Bonuses, but by requiring multiple attributes to be good at taking planets, we force people to make choices so that everyone doesn't dump everything into Improved Ground Combat. There could be three stages to planetary conquest:

*Contested - world is still being fought over, Improved Ground Combat primary attribute
*Conquered - defending regular forces annihilated, control now in hands of attacker. Improved Assimilation kicks in
*Pacified - all significant resistance has been quelled and world is running at full industrial output. For all intents and purposes the world is now a productive member of the attacker's nation
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Post by Covenant »

Side note about the numbers I'm using: Under our current setup as I understood it most Empires will be playing with fleet totals in the 2000 point range, so a single taskforce of 500 points would be rather huge. This idea is based on comments from earlier that said most people's starting Empire sizes won't be able to support total fleet sizes much larger than their starting levels (via upkeep requirements), as another incentive to invasion. I can't imagine most people dedicating 1000 points to a taskforce just to be capable of bombing a 100 pont planet. That basically removes the "choices have consequences" element of bombarding a planet (and damaging it's infrastructure) in order to lower it's resistance level. You enforce full-strength invasion by default, rather than subtly tempting people to give in and just bomb the planet. If this paradigm is wrong, and we'll all be amassing 5000 point fleets in a few months, even without serious invasion, then I think our numbers need revision for SEVERAL big reasons!

I'm still against attribute bloat or an undue amount of 'states' a planet goes through, but a discussion about the nature of the bombardment shield style is not uncalled for. However, I don't think any other system really makes it any better for the planet, and your scenario really isn't as bad as you think.

Afterall, most systems usually allow the 'Really Awful Things' to happen when a planet is undefended, and being plinked a little bit (pointlessly) is certainly the least offensive option. The solution is either to station a handful of ships around each world or to keep some fleets in motion so they can be directed to stop such things. You'd need to do this anyway though, since stopping a single small ship is certainly hardly the worst thing--they could just as easily sent a trio of large ships and just invaded or glassed a few small worlds. Whittling down a shield just makes it possible to bombard a world somewhat before invasion.

A better question is how defensible we want these worlds to be. I consider them easily conquered--and reconquered--territories, rather than fortresses and outposts. Any system that makes a planet terribly defensible without a fleet will invariably be used to turtle, or will favor the faction that takes nothing but 100 point planets. A handful of 100 pointers are easier to defend, afterall. Why not just take ten 100's?

My system does somewhat turn it on it's head. More small planets mean you're easier to invade, but makes it harder for your foe to retain those planets without wasting forces on defense. And someone with just a few big worlds, while they're able to defend them well, will be forced to actually commit more of their forces to defense (thus making it easier to raid and waste a large part of their fleet), as counter-invading a large world will be extremely more complicated (and more important, since those big worlds are a huger fraction of their total income).

So what we need to really do is set a goal in mind. How defensible do we want worlds to be? Do we want a system that favors a few small worlds, a few large worlds, or that favors a mix? Do we want to enforce people to have a spread of large and small worlds? Do we want ground bombardment to be a rare threat, or a common one?

One random idea for 'favoring' small worlds (so as to help remove the desire to merely load up on hugeass planets) would be to make their garrison forces 100+(5xWorth). For a big planet this'd be 600. For a small world it'd be 150, instead of 500 versus 50. This makes a huge world four times as expensive to invade, instead of ten times. It also makes ten small worlds harder to invade (1500 troop cost total) than one large world (600). This might make things a bit more fair overall and only require a 100+ to be added to the Resistance calculations.
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Post by Academia Nut »

Hooooboy, I just found something that has to go. If you rebuild a planet that you have conquered you can cause it to go into revolt again? No fucking way, that's not going to fly. Especially if you bomb all the cities into oblivion and say, "I'm resettling with my own people and prefab structures". I'm not going to spend points if I don't get to use them because people revolt when I start giving them new jobs and hospitals.

This is why we need seperate "states" for a planet to be in. The attacker has no control over a planet until he's conquered it, which gives time for the defender to push any occupying fleet out of orbit and mop up on the ground. Once regular ground forces are neutralized, the planet is now under control of the conquerer, but there are still irregulars and general resistance to deal with. By tying these two states to different attributes, you have a trade-off and balance to deal with. Do you invest all in ground combat and take out the regulars real quick and then suffer a protracted insurgency, or do you make your propaganda/mind control machines real slick and have the populace eating out of your hand once you gain control?

Plus, I'm still confused as to how you buy troops for an invasion, because the way it looks right now, you hit every world, big or small, with everything you've got from the get-go.
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Post by Covenant »

Troop Allotments: You get troops each 'month' that add up until you spend them, according to your total production level. As my thing says, a nation that makes 1000 points per month in spaceship points automatically gets 1000 free 'Invasion Force' points to use as army-men. You can buy additional army men for a cost of 1 shipping point for 1 army man point.

You then allocate troops from that troop pool to the planets you want to invade. It's not like you have to allocate everyone--you can decide to allocate a mere handful of manz, it'll just take forever to take over the planet, which may be bad, as it will force you to keep ships in order to protect your guys from being obliterated by a liberating army before you've successfully established a compliant planet that you can even hope to defend. Or you can dump a lot to get it faster. It's up to you. You don't throw 'everything you have at it' unless you only plan to invade one planet per month.

Arbeit Macht Frei: There's really no need for 'two states', or three or four (for planets that have been host to several different invaders), and it just adds unnecessary complexity. The idea of recolonizing a planet with totally new factories and populations in less than a year is pretty ridiculous. We might as well allow people to colonize NEW planets. Taking several years for such a task, even like... five or ten is still fucking idealistic, since we can't seem to pacify a small third world country in 10-50 years and a small country is hardly the same level of trouble as an entire Earth-sized spacefaring population with a thousand years of devotion to an entirely different culture (especially yours). Seriously, who is putting hospitals and good paying jobs at the top of their civilization's priorities? Don't most of you stray between eating the captured, and using them as slave labor?

Given that, it's not hard to see where I'm coming from. The only times that you could rebuild a world to a state of noncompliance are those times when raising planet would have still been revolting if it had always had the current, repaired level of infrastructure. Bombing a people into submission, and then rebuilding all the weapon and ammunition factories, and putting those people to work in them, is basically just asking for sabotage, newly armed resistance fighters, stolen ammo being turned into boobytraps, and widespread renewed dissent as you're forced to spread your troops thinner and thinner across a wider and wider infrastructure you need to protect.

That's reasonable. This is the penalty you get by making a landing easier through nothing but stupid orbital bombardment. If you later regret having damaged the infrastructure and want to fix it, you're going to also be needing more troops on that planet. All you gotta do is send a few more divisions over. Like I said, it's based on if the planet woulda' still been rebelling if that Worth had never been taken away. If you've owned a world for four months, and it only would have been rebelling for 3.86 months at it's new (increased) worth level, there's no new riots, or dissent. Some worlds may require you to send over a few hundred extra troops to keep the place quiet, but so what? That's so huge to ask?

Honestly, think of the implications without such a system. I'd fly in, blow your shield to fucking kingdom come with my 1000 point fleet, turn the surface into a cratered wasteland, land a tiny troop allotment, rebuild the entire thing, and get parades in the street for it two months later? What then is the point of invading WITHOUT carpetbombing first?
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Post by Academia Nut »

Because it would be expensive to rebuild, especially seeing as we haven't actually figured how much it would cost to repair damaged infrastructure yet. I propose 10 ship points to repair a single industrial point from a world you captured to avoid making bombardment a cheap option, and 1 point for worlds you control to avoid being being dicks and just bombing you to completely screw over your production. And the factory thing makes a hell of a lot more sense when you consider that to a very large extent we're already in a post-scarcity era (at least for the common citizen) with high degrees of automation. The majority of people involved in primary and secondary production would be in a managerial role, looking over the robots and tanks of nanite sludge. So if the managers of your new factories aren't cooperating, they're easily replaced by your own people. They have special codes and knowledge? Then that's part of why you don't activate all the systems at once. Improved Assimilation can mean everything from having really slick PR to being able to crack open people's skulls and rip out the necessary information from their skulls. Whether through fear or love, you will eventually crush whatever resistance there is on a world.

That said, it was already presumed that taking back a pacified world that was already yours would be a hell of a lot easier than conquering it in the first place, or at least the assimilation part anyway. But remember, this is a universe with psychics and mind-machine interfaces. A particularly nasty group could conceivably forcibly alter an entire culture into its own. Hell, dump 500 points into Improved Assimilation and you're basically the Borg and it won't matter what conquered populations want, they're yours now and they'll like it.
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Post by Covenant »

Making it cost more is kinda pointless. I already wrote in my section (if you'd properly read it) that you can repair the worth of a world for the cost of the same amount of production you'd like to restore. So if you wanted to bring a 90/100 to 100/100, it'd cost 10. Bringing a 0 to a 100 costs 100. Maybe 2x is a fair cost, but much higher than that and suddenly you're making it way too expensive to be worth it ever, which makes it less attractive, and once again makes bombardment kinda worthless. As it is, you've already missed out on a month or two of production, and then spent extra to repair it, so it'll take a few months to turn a profit anyway. That seems a fair enough cost.

Bombardment should be 'relatively' cheap, so that we can have Barbarians going around raiding planets, blasting them up, and damaging someone's infrastucture. Landing troops on a planet should not be the only way not successfully denying someone a cash inflow. Well, that and attacking trade convoys. Making it a 1:1 ratio for repair is fair enough overall. Fixing a 50 to a 100 costs 50 points, which may seem small for the damage it's fixing, but that's essentially already cost you several 50 point chunks +1 more 50 point chunk. Making it cost 10x means you'd be spending as much to fix a planet as it cost to build the fleet that invaded it. That's kinda ridiculous, and encourages turtling, as it's ultra-easy and cheap to repair your own worlds but not others. Retaking your own territory should not be any easier, or else defenders get extra ridiculous advantages that make attack a poor option.

Improved assimilation is quite a useful stat, but that doesn't really change anything. So you can make them assimilate faster. So? Okay, so you can make it go faster... or totally change their culture, given time and enough proper application. So?

That just plays right into my system, as any little flare-ups of dissent you get from flooding the populace with an availability of weapons gets ironed out much faster. By waiting longer (and allow the population to be more fully mind-controlled or whatever) and then fix the infrastructure without a single armed bandit popping up whatsoever. It's not like you don't already have troops on the planet. If you do it slowly, allowing enough time before increases you're fine, you simply can't go from zero to full in a single day. You can call it whatever you like, but the mechanic is sound.

And if I'm mindwiping your civilians, and you invade, you aren't beloved by them any longer because I had previously mindwiped them anyway--so again, you'd gain no 'friendly planet assimiliation bonus' because t hey're not a friendly planet at this time. My system is fair both ways (invading or liberating) and it's certainly more consistant than saying that mindwiping you the first time might take a while but is then perfect, except until they see their previous countrymen at which point the mindwiping melts away at infinitely faster paces.
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Post by Academia Nut »

I throw around over large multipliers sometimes, I'm not attached to the math really. And we could very easily figure out a loyalty stat so that low loyalty reduces your production and a planet that has been captured but still has high loyalty to you is easier to retake later. Make a loyalty a conserved stat so that as the new conquerer gains more the old ones die away. Call it that every world has 50*its value in loyalty (so 50 to 500). Every point of loyalty to you allows you to activate a point of industry, and you gain say some value in loyalty each turn, modified by Improved Assimilation. So by the time have enough loyalty to activate full industry, the guy who had it before hand still has four times as much loyalty and if he comes back tomorrow he'll be welcomed as the heroic liberator. Put a massive amount into Improved Assimilation, and within a couple of turns you'll have finished borging everyone and the previous owner is just shit out of luck.

And yeah, the way I'm writing it, Improved Assimilation is pretty powerful, but then again so is Improved Ground Combat, especially the way you wrote it. The point with these attributes isn't to make people go, "Oh, you have to get X to be good at Y", the point is to make them go "I want X, Y, and Z to be good at W, but how do I split things up?"

Also, the reason I'm talking about having multiple states for planetary invasion is that there are multiple stages to an invasion. If the shield is still up or the fleet overhead isn't willing to blow the crap out of the world below, then so long as the defenders are good enough, they can conceivably hold forever. The cities are still supplying them with guns, ammo and recruits. As the US can tell you with regards to Iraq, there is a huge difference between engaging guys with tanks and guys with car bombs, and being optimized to deal with one often means that you suck at the other.
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Post by Covenant »

I'm not criticizing the assimiliation stat--just saying that if it's so good, then really, where's the real risk of having a planet flip out on you, according to my system? I would find it unlikely. You're basically worrying about a situation you couldn't expect to happen except in an extreme.

And honestly, every time you say "We could easily figure out a ___ stat..." I want you to stop and think if it's really necessary. Like I said, I was being criticized before for having too many stats, and I considered that ridiculous, since I wasn't adding any. Where are the 'anti complexity' people now to agree with me? And here you are making up possible loyalty stats, seperate planetary states of different nations with differing loyalty and industrial ratings and so on? We really don't need so much numbering, and even though you say you're rather unconcerned with the numbers, the numbers do count. If they're way off it'll throw the balance. So, in all due kindness, please think about the modifiers and multipliers you state and consider the implications beforehand.

I wouldn't want someone's stuff to get swept into usage without anyone, creator included, knowing what the numbers actually imply--and then all of us having a vauge, broken, uneven system to use once we get in-game. That's worse than no system at all.

Improved ground combat is powerful regardless of how we do it. I argued against it to begin with, stating that I felt it was going to lead to runaway wang-inflation amongst those preening to be the best at ground combat, so I did my best to stop it from being unbalanced. I'd still say it's probably fairer to divide Ground Combat into Assimilation, Defense and Offense stats, each upgraded seperately.

We don't need multiple invasion stages, that just drags it out. We don't need to deal with the shield being up or down or the rest of that--consider it all 'invasion' stuff and just be done with it. As for the 'holding out' stuff, that's directly handled by my resistance level and occupation modifer interaction. I've really got it all simulated and covered, everything that needs to be.
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Post by Academia Nut »

I'm not going to lie, I like making new stats, I like crunching numbers. And I really like the idea of loyalty because that way we don't get people arguing about whether or not they should be treated as liberators or not. And it was pretty simple in that it was related to the size of the worlds.

Anyway, I'm going to step out of this issue for a while because while I honestly am not happy with your system, I can't really come up with decent alternatives, so at a certain point I'm just going to be arguing with you to be argumentative. If some of the other people involved would like to step in, perhaps we could keep this conversation from going in acrimonious circles.
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Post by Covenant »

Heh, sure. Honestly, I don't mind the criticism. I'm all about people bringing new ideas into the mix, and us coming up with the most elegent and uncomplicated solution to it.

As for Loyalty, that's got an inherent flaw, really. If you want to be treated as Liberators you do what everyone does, round up all the people that like you, line the streets with them, and then parade along there while waving. Just do it in RP. Being greeted as Liberators shouldn't have anything to do with the amount of effort it takes to retake a planet, as that's unfair, and also gets extremely difficult to justify when someone says "But I had just borged all your people!" or "My psychic elites had just converted you all into loyal Blarfnarians!" and other things that would make the question of loyalty irrelevent.
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Post by Academia Nut »

Well that was why you would have to buy large amounts of Improved Assimiliation. You would rapidly chew through the previous loyalty and replace it with your own. I said it was conserved. Which was a bad way to put it probably, but that means if you gain 50 loyalty, then the previous guy loses 50 loyalty. So if you go about borgifying people, you'll rapidly have all the planet's loyalty directed at you and they previous owner is SOL.

Anyway, I think the reason interest seems to have died down is that we seem to have stalled with the rules, so no one knows what to do with their OOBs. For a lot of people, making up the fleet seems to inspire them to do up the fluff as well. If we have a finished and cohesive rules set by the end of the week, we'll probably see an upswing in activity. Plus this is also the time of year when finals start showing up and people go home for the holidays.
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Covenant
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Post by Covenant »

Hm. I think the loyalty stat is kinda redundant, though I'm of the opinion we shouldn't let a planet be half productive, half resistant. My 'time to Compliance' number and your 'time to full loyalty' number would essentially be the same thing if it wasn't for the partial explotation of industry. Anyway, we can shelve this for now. Anyone who has a better idea can totally toss it in. I'm gonna make a single one-post megapost after this to allow everyone who hasn't caught up yet to grab all of the crappy updates I've posted at once with some ideas for space combat. Essentially an outline for all the rules we need.

Really, I've got a buncha' stuff I should be doing and I'm kicking my own ass for not doing it, but I don't want people to drop out or lose interest just because we haven't solved it yet.
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Post by Dark Hellion »

I have pages of fluff ready for this game, as well as I still have to complete my 20+ person dramatis personae. I am very much in this, I just need to know the rules so i can make the rulesy section of my OoB.
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Hawkwings
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Post by Hawkwings »

Here's some quick thoughts from me.

Warning: long. Go to the end for a full example.

Please read before critiquing.


bombardment vs planetary shields:

A fleet has arrived in-system, beaten the planet's defenders, and is now laying siege to the planet. The planet has its planetary shields up, meaning that nothing gets in or out.

Let's say there's a 500 pt fleet vs a 10 pt planet. In my mind, it should take a week or so to beat down the shields: enough time for a counter-attack to be organized. But as I've understood, turns are anywhere from 3 months to a year long, unsuitable for measuring this amount of time. It'd be absurd for a fleet to sit in orbit for a year, half a year, or even a month, bombarding the planet's shields.

So instead of calculating how many turns to beat down a planetary shield, there should be a sort of cut-off range, where a fleet below this cut-off would be unable to bring down the shield, while a fleet above it would do so within a week. In between, it could be figured at random: the closer one is to one side or another, the more likely it will happen.

For a class 10 world, say the cutoff range is 400-500. This means that a fleet below 400 points would never be able to take down the shield, while a 500 point fleet will take down the shield in 1 week. If you bring a 450 pt fleet, you have a 50/50 chance of bringing down the shield in 1 week.

What does this week mechanic thing work though? This just means that if you bring a 500 point fleet, the planet's player can RP a well-organized counterattack happening, bringing ships from all over his empire. Let's say you bring 1000 points of starships to siege the planet. Then the planet's player only has enough time to organize a hasty counterattack, only bringing the home defense fleets or such. And if you bring 1500 points, 3x the upper cutoff, the planet's shields fail within a day and no counterattack is possible (except for extenuating circumstances, etc).

If, by chance, you bring a fleet within the cutoff range, and you are unable to blast the planet's shields down within a week, but you are not defeated by a counterattack, then the planet's cutoff range numbers decrease by 10%. So that 10 pt planet now has a shield cutoff range of 360 - 450. Same rules apply afterwards. If this case happened, then the defender would get two counterattacks. If they brought a 900 pt fleet, then the defender would get 1 full counterattack and 1 hasty counterattack.

This avoids the nasty "unrealism" of fleets sitting there for a whole turn (months) blasting the planet's shields.

-----

Ground combat:

Planets get free defenders equal to their industrial production amount. 10 pt planet gets 100 free defenders.

Land your troops, fight the enemy. The defenders get a 1.5x effectiveness bonus because they're defending, but attackers get the orbital bombardment option. So the 10 pt planet's defenders would be worth 150 points on the battlefield. Assume military units in the field can be orbital bombarded, but they have theater shields that operate like planet shields, but only cover them. Their strength may vary, or we could say that their cutoff range is 20-25. So a single 50 pt battleship could beat down the theater shield in like 3 days, but that's enough time to scatter, or engage the enemy army so bombardment would hit both sides' troops.

To prevent abuse, say that only military units over 10 pts in size get theater shields. So there's 10 theater shields per 10 point planet. Theater shields, once down, cannot be repaired unless you control the planet.

As for cities...

Assign a 10 point planet 100 major cities. These cities would each represent 1 industrial production point. Armies could garrison these cities. To destroy the army through orbital bombardment, you'd have to destroy the city. The army could also put their theater shield up over the city, protecting it for a while. This means that against a 50 pt battleship, if all planetary armies were in 1 city and all activated their theater shields in turn, it would take 5 weeks to destroy them all.

If they bombard the city, the planet loses that city, any armies garrisoned in it, that industrial point, and 1 point from planetary resistance morale, which I'll explain later, but is equal to the industrial output of the planet.

Once all the planet's defending armies are destroyed or scattered, then the occupation part sets in.

-----

Occupation:

Planets all have a resistance morale value equal to the industrial output of the planet. a 10 pt planet has 100 morale, a 1 pt colony has 10 morale. 10 morale for the colony is the same as 100 morale for the planet: 100%

When all armies are defeated, the planet immediately loses half its current resistance morale value. A 10 pt planet with no cities bombarded, resistance morale 100, drops to resistance morale 50. A 1 pt colony with 4 cities bombarded goes from resistance morale 6 to resistance morale 3.

The occupying troops reduce a planet's resistance morale value by 1 for every 10 points of occupying army, per turn (yes, turn). The 10 pt planet with no cities razed would have 50 resistance morale , and require 500 pts of occupying troops to completely pacify in 1 turn. 250 pts would take 2 turns, etc. The 1 pt colony with 4 cities razed would have 3 morale, and require 30 points of troops to pacify in 1 turn.

The planet's remaining resistance morale is the amount of industrial production that you don't get. So in the case of the 10 pt planet with 50 resistance morale... say you have 250 points of occupying troops. At the beginning of the next turn, the planet's resistance morale would drop to 25. You would therefore get 100 - 25 = 75 points of production from that planet. Next turn, the planet's resistance morale drops to 0 and you get the full production value.

For the 1 pt colony, with 6 remaining industrial points, with 30 points of occupying troops, you would get 6 points of industrial production, all the remaining production, at the beginning of the next turn. If you had no occupying troops, you would only get 3 points of production.

Notes: friendly morale = industrial production - resistance morale. That 0.6 pt colony with no occupying troops would have 3 resistance morale and 3 friendly morale.

Also, on the turn that you invaded, you get no production from the planet.


-----

Re-invasion:

Take the 100 pt planet after 1 turn of occupation. Its industrial production is 100, resistance morale is 25, friendly morale is 75. The defending player decides to free his planet. So he invades, let's say he is successful. he beats down the shields, lands troops. The planet gets 100 pts of free defenders, plus whatever occupying troops were there (250 pts), and they all get a 1.5X bonus. So, 350 points of defending army, worth 525 points on the battlefield. Let's say that the armies are defeated with no orbital bombardment of cities. For the re-invader, resistance morale is now 75 (the opposing player's friendly morale value) / 2, ~= 37. The re-invader needs 370 points of troops to pacify in 1 turn. If the re-invader does bombard, and the planet still has resistance morale, only remove the friendly morale.







So let's step through an example.

Bombardment vs shields phase:

Player X invades a 5 pt planet belonging to player Y. The planet has a cutoff shield range of 200-250. After the space battle is done, X has a fleet of 400pts sieging the planet. This is more than 250, but less than 2 x 250, so Y gets 1 regular counterattack. He does so, reducing X fleet to 230 points. At the end of the first week, the GM does a random number generation and determines that the shield does not fall. The planet's new shield value is 180 - 225. Y does not counterattack again, and at the end of the second week, the shields fall, and X lands troops.

planet stats:
Class: 5
Industrial production: 50
Number of cities: 50
Planet's morale: 50

Ground battle phase:

X lands 200 points of troops, against Y's defending 50 points of troops, with a battle value of 75 due to the 1.5x defense modifier. Y hides all his armies in different cities, resulting in 5 garrisoned cities each with a theater shield. X bombards the cities with the shields. He does so with 4 30 pt fleet squadrons and one 20 pt squadron. The theater shields, with cutoff ranges of 20-25, fall in 1 week to the four 30pt squads, but hold out against the 20pt squad. The army under that shield abandons the city however, and starts a resistance movement.

planet stats:
Class: 5
Industrial production: 46 (4 cities bombarded)
Planet resistance morale: 23 (50 - 4)/2 (-1 for each bombarded city, divided in half for the attacking army defeating the defending army)
Planet friendly morale: 23 (46 - 23) (industrial production minus resistance morale)
Industrial production for X: 0 (just conquered this turn)

Occupation phase:

X has 150 points of troops left occupying (after losing some, taking some away, etc). These troops will crush 15 points of resistance per turn, meaning 2 turns to fully crush resistance.

At the beginning of next turn, assuming no rebuilding...

planet stats:
Class: 5
Industrial production: 46
Planet resistance morale: 8 (23 - 15) (former morale value minus troops/10)
Planet friendly morale: 38 (46 - 8 ) (production minus resistance morale)
Industrial production for X: 38

Re-invasion:
Y re-invades the next turn, defeats the guard fleet. Bombards 6 cities, defeats X's ground forces. 150 points of troops to occupy.

Planet stats immediately after defeating X's army:
Class: 5
Industrial production: 40
Planet resistance morale: 17 [(38 - 4)/2] Remove 4 for the cities bombarded, divide in half for defeating the army.
Planet friendly morale: 23 (40 - 17) (production minus resistance morale)
Industrial production for Y: 0 (just reconquered this turn)

At the beginning of next turn, no rebuilding:
Class: 5
Industrial production: 40
Planet resistance morale: 2 (17 - 150/10)
Planet friendly morale: 38 (40 - 2) (production minus resistance morale)
Industrial production for Y: 38

Basically, think of cities as individual "units" on a planet that each have 1 production and 1 morale.

This system for occupation avoids messy fractions and percents, and only has a few values to track: the number of cities on the planet, the current resistance morale value, and the number of occupying troops on the planet. Everything else can be derived. For example, a world with 60 cities, 18 resistance morale and 100 pts of occupation troops would give 42 production, and resistance would be totally quashed in 2 turns.




Stuff about modifiers:

Racial modifiers applicable would be: improved ground offense, improved ground defense, improved assimilation, improved loyalty, plus maybe other stuff that I haven't thought of.

Improved offense would improve your invading armies. Say you spend 100 points and get a x2 modifier. So your invading 50 points of troops count as 100 points while fighting the enemy. They still only count as 50 points for occupation however.

Improved assimilation would improve your assimilation rate. 100 points gives a x2 modifier, so your 50 points of troops removes 10 resistance morale per turn, as opposed to 5 per turn.

Improved defense: improve your defensing armies. You already get a 1.5x effectiveness bonus, so 100 points could either double that, or add another 1x multiplier, for either 3x effectiveness or 2.5x effectiveness. Personally, I'd go for the 3x effectiveness.

Improved loyalty makes it harder to assimilate. 100 points buys 2x loyalty, so 50 points of occupying troops can only remove 2.5 resistance morale per turn.
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Post by Beowulf »

I missed this post, sorry:
Covenant wrote:I can't believe you've gotten this much wrong.
Beowulf wrote:Really? You've got troop levels that may or may not benefit from ground combat modifiers. These may or may not be free.
Untrue, ground forces do not benefit directly from ground combat modifiers, this is explicitedly stated several times. The modifier is only used when giving people their allotment of free troops. That's very explicitedly stated, so the 'may or may not' language just shows you didn't read the top part carefully or the bottom part at all. The ground combat modifer is just the term for the ground combat bonus, something we've already been over quite a bit. If you want to remove ground combat racial perks alltogether you're going to make a lot of players very unhappy, so I was trying to make an inclusive system.
It's unclear to me at least, exactly how that all works. Spending points of ground combat gives you bonuses in either system. Mine doesn't give a permanent bonus. It's just you start off with stronger troops.

I think I've got it now though. Buying additional invasion forces may be worthless. If you get 600 points of troops, then 50 pts of troops is a drop in the bucket. Improving your ground combat modifier by 50 though results in a 50% increase in troop levels. So you've just bought 300 troops, and it increases with more planets you control.

Unless you disallow increasing the modifier, which would result in an emminently unfair advantage to those with the modifier, because they don't have to worry about buying extra troops for invasion. They make x times as many as the normal person.
Beowulf wrote:Industrial points should represent your total warmaking capacity, not just what you stick into ships.
Other warmaking capacity is already unstated, such as ammo and fuel and parts and such. We don't deduct costs for that and those elements are not and never have been discussed. I don't see why we need to seperate these 'production totals' into seperate catagories when shipping is the only thing you can buy besides infantry, which is given free until you spend 'above your max' level of free infantry.

Shouldn't that excess spending come from the ship production pool?
Free infantry is only given at the start. It's largely to prevent people from being insane enough to not have an army, unless they really want to (-60 pts from their army, for example).
Beowulf wrote:And why shouldn't I be able to redeploy troops from an asteroid I just conquered to that moon I want next? They're still alive.
Because even after a planet has been conquered you're going to need forces there for a very long time to keep the peace. Are you seriously suggesting that an invader takes NO CASUALTIES ("they're still alive") and has absolutely no need to remain behind in an organizational capacity to make sure they don't just flip back to working for the enemy?

And those free troops you get for defending a world, where are those drawn from? Did you mind-control the entire populace so that they suddenly want to fight and die for you against their liberating homenation's armies even though you never left any forces behind to insure their capitulation?

The forces you deploy are expended either as combat deaths, woundings that are going to be unavailable for a few years (if at all), and soldiers put into positions as population control and policing, protection and facilitation of the planet's new administration and their goals. You can't land on a world, reprogram the civilians, and then pack up your soldiers. Not unless each turn covers a span of 10 years.
Yup, 'cause all the rest of the STGOD is so realistic.

Free troops are only at the start. You don't get any for conquering a place. You still have to spend to garrison the place. If you don't, they the liberators can just waltz in and take it right back with a single point of troops. You can spend either by raising troops in the next production turn, or by leaving troops there. Doesn't matter.
Beowulf wrote:And, once a planet has been invaded, you no longer need to keep a fleet in orbit. Ground combat modifiers don't affect the defender. So even someone with a 2x modifier doesn't get any bonus in defense. How does counter-attacks even work? You have resistance levels on both sides, possibly, as well as invasion forces on each side.
I don't really understand what you're referring to. Are you referencing my system's setup where there's no ground force counter-attack from the defenders? In my system it's assumed that once you've finished the 'invasion' scenario (the landing part) you've settled all the combat elements and are into Insurgency mode, but that it's only a matter of time, essentially, as represented by other elements of my system--in a nice clean number modifier.

If you're talking about something else then I really don't know. My 'take over' mechanic is nearly identical to the one you posted, except that I don't allow you to gain partial control and that I don't include a 'ground force' ratio, I just measure your troops versus the planet's already-determined resistance level.

I'd say that's simpler.
As far as counter-attacks go, what I meant is what happens when the Nation D, whose planet is being conquered by Nation A, attempts to reconquer before Nation A has assimilated the planet? In my system, it's pretty simple. Control starts reverting to Nation D. In yours, you have Nation A's resistance level, Nation D's remaining resistance, invasion forces of both, and I'm not quite sure how it all works out. That, or I'm dumb.

Something I hadn't noticed before was: say you invade. It's taking 6 turns to bring the planet to compliance. 3 turns after the invasion, you double the number of troops. Suddenly the planet is compliant. Doesn't make much sense. Even worse, you do so at turn 4. Now suddenly the planet's been compliant for a turn? Do you retroactively gain a turns production? What about if it were a tripling of forces?

Well, examples of my system:

Situation 1:
Space battle occurs, losing side destroyed or driven off. Winning side has 450 pts of ships remaining. Planet BF has 300 pts worth of shielding (30 pt cost). Thus, the attackers have enough to do precision bombardment of the planet. BF is a class 1 world, costing 10 planetary points. It therefore has 10 troop points on it for free. The defender spent 10 points on additional defenders. Therefore it has 20 points of ground troops. The attacker brought along 50 points of ground troops.

Year 1 turn 1:
The attacker has a 2.5x force advantage. Therefore, when the turn is finished, he has 25% of control of the planet, can gains 25 industrial points per turn.

Year 1 turn 2:
The attacker wants to control the planet in two more turns. Therefore he directs his fleet to bombard the planet. He blows away 1/3 of the defenses. The planet now has 13 points of ground troops. Result is a force ratio of a little over 3.75x attacker. The attacker gains 38% control, resulting in 63% control. He now gain 52 industrial points per turn, because the planet lost 17 industrial points in the bombardment.

Year 1 turn 3:
The attacker will conquer the planet this turn. So he does nothing. He gains 37% control, resulting in 100% control. The defending units are now out of support and destroyed. The attacker now gains 83 industrial points per turn.


Situation 2:

Similar to 1, but the attacking fleet is driven off before the turn is complete. The attackers no longer have support, and are destroyed at the end of the turn.

Situation 3:
Attacker has 50 point fleet. Defending planet has 50 points of shielding. Attacker does bombardment obliterating the world. Planet is dead.

Situation 4:

1 pt world
10 points shielding
2 pt defender
4 pt attacker
Some fleet in orbit.

Year 1 turn 1:
Attacker has 2x advantage, and gains 20% control per turn. Ends turn with 20% control, and 2 industrial points/turn

Year 1 turn 2:
Force state remains the same. Attacker now has 40% control and 4 pts/turn.

Year 1 turn 3:
Defender counterattacks, and regains orbital superiority. Defender doesn't land any new troops. Defender now has .5x force advantage. Attacker loses 5% control, and is at 35% at end of turn. He still has 4 pts (round to nearest integer value).

Year 1 turn 4:
State remains the same. Attacker is now at 30% control, 3 pts.

Year 2 turn 1:
Defender decides to recapture faster, and adds 2 pts more troops. Defender now has 1x force advantage, and recaptures at 10% per turn. Attacker is down to 20% control, and 2 pts.

Year 2 turn 2:
Defender wants it over now, and drops 4 pts more troops on the asteroid. Defender recaptures at 20%/turn. Attacker is now out of control, and therefore support. All attacking forces are destroyed.

Situation 5:

10 pt defending troops
20 pt attacking troops

Year 1 turn 1:
Attacker has 2x force advantage. Attacker gains 20% control.

Year 1 turn 2:
Attacker decides fleet needs to be elsewhere. Defender can't spare the forces to gain orbital control. No one has space superiority. Now both sides can be consider the attacker (though they'll keep their names). Attacker has 2x force advantage, +20% control/turn. Defender has .5x force advantage. +5% control/turn. Net result: attacker gains +15% control per turn. Attacker has 35% control.

Year 1 turn 3:
Status is the same. Attacker now has 50% control.

Year 1 turn 4:
Same, attacker has 65% control.

Year 2 turn 1:
Same, attacker has 80% control.

Year 2 turn 2:
Attacker's fleet returns. Defender no longer can counter attack and mitigate control loss. Attacker has +20% control/turn, and conquers planet. Defenders are slaughtered.

What I don't like about the contending rulesets:
  • New type of turn. Ground combat takes a while anyway, so you might as well just determine it on the regular game scale
  • New types of modifiers. It's more stuff that has to be kept track of, and will interact in a complex manner. Note that I've done away with improved ground combat even. 5 pts of troops costs 5 pts, regardless of how elite they are.
  • New types of unit. Ground troops of the same worth should be fungible. Whether they're high-tech and small, or large hordes of guys with an AK and a clip of ammo, the same cost of unit should behave the same. You'd need a division worth of troops to equal the cost of a frigate anyway, so why have 2+ point ground troop units?
  • Separate replenishment of troops. Industrial points represent your total warmaking capacity. Why have a separate method for adding more?
  • Lots of states. Although you could argue my method has a lot of states, it's just one variable, which always means the same thing. Other schemes have different states, with different things that can be accomplished in each state.
  • Controlling numbers far removed from the start value. Sure, each intermediate value means something, but they don't really mean anything.
Something my system doesn't address is how rebuilding works. However, others have appeared to come to a consensus that a 1:1 ratio of investment and return sounds good. The only thing I'd add is that rebuilding doesn't change the control level.
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Post by Covenant »

Hawking, your set of numbers is really just a more complicated set of mine. Which means I like the system, but I think you're not really adding much needed, and adding a lot of unnecessary numbers. One big, and good, point is the time taken to beat down a shield--but I don't think you realized that it's not an issue anyway.

Bombardment

A 'combat turn' was mentioned to be about a day, so a planet losing it's shield would take a few days or a week tops, not months. We need shorter 'combat turns' than 'production turns' because we want more than one combat or movement order or such to be available per month/production turn. So your example basically ends up being the same as my system, only more complicated. So the unrealism is really not an issue.

A cut-off range really doesn't provide anything. A 400-500 point cutoff for a 100 point world (class ten in your system) is really the same as Nut's and my values required before invasion anyway... so a cutoff range, at that level, is just more complicated and redundant. Plus, randomization is bad--we should do away with it whenever possible, let it be RP'd or ballparked by rules.

Ground Combat

Defenders equal to production with a 1.5x defender value? Why not just make it troops equal to 1.5x production vlaue? Do you really want to make it possible to deploy friendly troops to a planet and get 1.5x the value from them? That encourages turtling.

I suppose you could bomb the planet, but the city mechanics are too unnecessarily complicated. Basically, a city is worth 1 industrial production point of the planet's value--and you blast away the enemy and his cities at once via bombardment. This is the same in my system, but I do it with a lot less mucking around. Garrisoning cities? Protecting specific cities? They're just blips of industrial power. You don't describe what garrisoning really does of value, so you just add extra complexity to the "bomb a city to lower resistance" stuff that I already wrote out in a single little equation. I like the idea but I don't think we need to do it this way.

Occupation

If a planet loses half of it's morale when the armies are gone, why even list the morale as 'half' gone? Does morale come into play when the enemy has not yet defeated the opposition? Are you suggesting we have detailed, complex struggles for cities between opposing armies? I don't think that's really necessary, is it?

I'm also taking a stance against partial production control. There's no real need for it--it's just extra numbers you need to pay attention to, and it again favors large worlds over small ones (both for attackers and defenders) which is rather unfair and unnecessary. You're making small worlds worthless tactically or industrially by making them so easy to invade, yet by allowing a large world to come under partial control, thus at least giving SOME return--theoretically more than a few small worlds.

I'd suggest just making it a timer--computing how long it'd take for the enemy morale to crumble before you get control of the planet. And I already did that, with the occupation modifier.

Re-Invasion

I'm against the idea of people being able to put friendly troops on planets to defend against invasion forces, as it encourages turtling, so I'm also against the idea of people needing to battle the enemy's troops directly to retake a world.

Conclusion

I like your thought process, but it mirrors mine nearly exactly, except my numbers are less complex and the rules are more clear, and more general. Your system also makes a planet have a lot more stats and such to keep track of, which is not all that great. The same situation using my system is basically the same, only faster and easier. Here's a rewrite of your scenario using mine.


===============================================
So let's step through an example.

Planet Stats:
Worth: 50/50

Bombardment vs shields phase:
Admiral Ex's fleet of 400 point micronaut battlevessels defeat Kommisar Whai. Ex's fleet has a basic cost of 300 as 100 of it's cost was in advanced beverage storage (your system failed to account for the kinds of specialized systems on a ship--do advanced hyperdrives aid ground invasion?) so it has a weight of 300.

The planet's Resistance Level is 100+(5x50) = 350. This is higher than his Fleet Weight so to invade he first bombards the shields to nothing (this takes two days) and then on the third day he declares his orbiting warfleet has reduced 10 points of the planet to smoking ruin, dropping the world's Resistance Level from 350 to 300 (It loses 10x5 resistance level) which is low enough for his Giant Enemy Crabs to invade. They detach and begin suppressing the population.

Ground battle phase:
Admiral Ex lands 200 points of Giant Enemy Crabs, which he gleefully roleplays as about four crabs the size of Montana stomping around. Kommisar Whai's roleplays a stern resistance, and soon the combat focuses on a brilliant young insurgent leader attempting to take down the Giant Crab named "Stupendous Ex" commanded by none other than Ex's third illegitimate childspawn.

This will be a glorious roleplay that will go on for approximately 4.5 in-game months according to the Occupation Modifier, which was calculated thusly: (300 Resistance / 200 Invasion=1.5)x3=4.5 months.

Planet Stats:
Worth: 40/50 :(

Re-Invasion:
But what is this? Kommisar Whai returns to orbit with the 120341thnd Ignis Ursus Star-Cossask Space Partisan Cavalry! Quickly Admiral Ex is defeated, cursing the name of Whai as he escapes. The shields are up, but thankfully the Cavalary have brought a force with a Fleet Weight of around 500 points (closer to 700 before the space battle), so invasion starts the first combat turn after the battle. Whai's player allocates the required 300 points of Invasion Forces to liberate his world, and the deed is done.

The Insurgents below break out in tears of joy, which all turn to jellybeans as we all know, and pledge themselves to the cause. This makes for more stirring roleplay, and even the childspawn of Ex is moved by the bravery and loyaty of Whai's forces, something his own father never understood--along with love. Which is also the one feeling he's never known until this moment.

The insurgency and the giant eight-legged octogrizzly bear cavalry of Whai's ground forces combine, and trounce the enemy completely with the help of the massive starvessels swooping down to provide close air support. Whai and Ex's players hash out a deal and the "Stupendous Ex" is captured rather than destroyed, thus allowing for a possible prisoner swap of favorite RP'd inventions at some later date. Whai decides to promote his nameless insurgency character, and to assign him to the fleet tasked with hunting down Admiral Ex once and for all.
===============================================

.
.

And that's it. Quick, easy, lets us get to the roleplay, takes care of all the complicated stuff like bombarding planets, glassing cities, fighting long insurgencies. I fluffed out my piece with more RP, but guys, isn't that really what this is all about? I have a hell of a lot fewer numbers in my setup, but we don't need so goddamn many in order to make it feel realistic and reasonable and fun. I also cover an awful lot of possible questions and complaints already, making it the least objection-causing system too. While you might find it objectionable merely because it exists, it's hard to see how it's harder or more complex than any other.
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Post by Nephtys »

We need to strike a balance between numbers and RP. Numbers are good because it prevents RP from getting too arbitrary, but too many makes the system... too clunky.

I discussed with Covenant at great length about the merits of his/our system, and I still think it's the best balance. It keeps the numbers to the critical aspects of the system, like how a battle turns out, or how we can make fleet engagements more than just a roll of the dice, while refraining from wargame level complexity and minor variable modeling (like Morale).
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Post by Academia Nut »

Well, I might as well chip in why I wanted partial control.

These are planets. They're freaking huge. You lock down transportation and the guys rioting on one side of the world aren't going to do dick all to the places you've already pacified on the other. And as said before, most of the population won't be involved with primary or secondary industries, so if the bankers, lawyers, and artists are all up in arms, they're not going be able to do a hell of a lot to slow down production. Yeah, getting the factory managers, technicians, and engineers on your side will be important, but you're still going to be able to activate some of a planet's industry.

We're assuming a basic level of competence here, and the smart thing to do isn't to try and pacify the whole damn planet at once. The smart thing to do is to divide the planet up in easily managed chunks and then pacify them one by one. Strictly control transit between these zones and use natural barriers like deserts or oceans (or more exotic things like atmosphere domes) to manage the flow of people, and guess what? The insurgents in Zone 46-G aren't going to be able to stir shit up for the people in Zone 12-A, who would rather get on with their lives and protect their families than blow themselves up.

Divide and conquer. It's the smart thing to do. Not only do you get some productivity out of a planet that isn't fully pacified, but you also provide a carrot along with the stick. All the people who have given in to the invaders are in nice clean homes with nice clean water and send their children to safe schools. Obviously not everyone will play like that, but come on, you're saying that on an Earth sized world with potentially a 100 major cities, they're all going to be resisting simultaneously when you control all communication and transport between them? Someone is going to give in first.
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Covenant
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Post by Covenant »

Quick response to Nut, and then the rest to Beowulf, so everyone else can skip, basically.

Partial control is still kinda unimportant because the values are arbitrary anyway. The planetary production values don't count the amount of poems or paintings or puppies you export per year, it's just concerned with the stuff you care about. So even if all you want to do is get the factories running, that's the only thing the numbers are talking about anyway. Even with a planet totally compliant you may have hippies protesting your factories and Wall Street Investment Bankers whining about taxes, but that's all irrelevent, since the numbers never accounted for them anyway.

The numbers only represent the lowest level for usable control of the interesting industries on the world. Basically, achieving compliance means you've succeeded in getting the barest possible control over the fewest possible useful factories. Partial control is not really necessary, and it's a good balance versus only invading big planets too. Good mechanics, good balance, and okay roleplay function.

Please do skip it if you're trying to catch up, unless you read all of Beowulf's thing too.
Beowulf wrote:Unless you disallow increasing the modifier, which would result in an emminently unfair advantage to those with the modifier, because they don't have to worry about buying extra troops for invasion. They make x times as many as the normal person.
Dividing up ground combat seems the most fair way to handle things, or reducing the amount of racial points to spend. If people only had 200 racial points to throw around, they'd be less eager to put them all into marines I agree it does need work though, and it's really such a small part of the system (I added it at the end after everything else as it basically only deals with the way in which you get invasion forces) that I think we could radically change how Ground Combat modifiers work without altering anything.

This is one of the reasons I felt ground combat bonuses were too far-reaching to balance properly, honestly. However, double the free troops is a lot but they're rathermuch so limited in scope that it's not a gigantic bonus. I bar them from being deployed defensively to a world, so you can still harass someone with their piles of troops, it just means that they're going to be able to throw more of them around. Someone with a huge advantage in ground SHOULD be attacking more often, and he can really only do it if he takes out your spacefleet first. Until he does, those extra points have been wasted.
Beowulf wrote:Free infantry is only given at the start. It's largely to prevent people from being insane enough to not have an army, unless they really want to (-60 pts from their army, for example).
Then we're back to making people spend money to buy ground forces? I thought we'd abandoned that? I also thought we were doing away with negative racial point values?

I made them free to encourage people to spend less than their total allotment per month, save some, but also not fear using them when they have to. It's a simple way of handling it and it keeps people from steamrolling with one giant army from planet to planet, and forcing them to keep a garrison (which also removes the need for us to track planet loyalty or allow people to claim "my world is totally empty, why can't it rebel?")
Beowulf wrote:Free troops are only at the start. You don't get any for conquering a place. You still have to spend to garrison the place. If you don't, they the liberators can just waltz in and take it right back with a single point of troops. You can spend either by raising troops in the next production turn, or by leaving troops there. Doesn't matter.
The 'free troops' you're referring to here (from making a planet Compliant) are Resistance Level in my system, not troops. You only get Invasion Forces (offensive troops) on production rounds in my system, and can't redeploy troops already spent invading. The Resistance Level replaces the need to tally up the troops and removes the need for an ability to shuffle them around from planet to planet. If we're allowed to, someone can literally make his planets nearly impossible to invade by cramming tons of troops onto them.
Beowulf wrote:As far as counter-attacks go, what I meant is what happens when the Nation D, whose planet is being conquered by Nation A, attempts to reconquer before Nation A has assimilated the planet? In my system, it's pretty simple. Control starts reverting to Nation D. In yours, you have Nation A's resistance level, Nation D's remaining resistance, invasion forces of both, and I'm not quite sure how it all works out. That, or I'm dumb.
You might want to re-read it, I've clarified it a while back. In my system there's no "partial control" of a planet so you don't need to track how converted it is during a liberation. An invading force pays exactly the amount of Invasion Forces equal to the Resistance Level of the planet.

There's never a 'friendly' or 'enemy' resistance level. Resistance level is never raised or lowered except by raising or lowering planet worth. So if the enemy bombed a planet from 50 to 40, the resistance level is 300. (100+(5x40)) = 300, using the 'friendlier to small planet' calcs I have listed now. So if you're liberating a 40 point world that's only partially taken over by the enemy, it costs you 300 invasion forces straight-up and then it reverts back to you, and you get to lock up nasty Gestapo forces and run collaborators out of town and parade down Mainstreet.

Beowulf wrote:Something I hadn't noticed before was: say you invade. It's taking 6 turns to bring the planet to compliance. 3 turns after the invasion, you double the number of troops. Suddenly the planet is compliant. Doesn't make much sense. Even worse, you do so at turn 4. Now suddenly the planet's been compliant for a turn? Do you retroactively gain a turns production? What about if it were a tripling of forces?
Compliancy is determined retroactively, but production is not. Adding extra troops to a partially suppressed world is essentially a Troop Surge, declaring martial law, bolstering your secret police departments, which we all know of from real life. Can be a bit messy but it really does work at getting a place up and running, even if they do whine about it and listen to allied Radio still. It's like sending the National Guard to the Katrina Wastelands to restore some order.

It's the most simple solution, and it doesn't penalize people for the time at which they deploy their forces. Once they're deployed they're deployed for good anyway, so this lets you decide which places to reinforce and which places to leave just a few small outposts.

Now for the list!
New type of turn. Ground combat takes a while anyway, so you might as well just determine it on the regular game scale
Combat turns are required anyway, as battles can't last for several months, and people want to do more than one exchange of fire. My system does multiply the amount of time it takes to make a planet usable by a duration measured in months, so I agree with you there.

However, we can't play the game without a seperate timescale, as space combat and space movement won't work without them, so there's no reason not to put bombardments and invasions in a similar timeframe. It also keeps consistancy across the board for reinforcements. If it'll take my fleet 4 turns to reinforce a world under attack, and it takes you 3 turns to obliterate my space navy, that means my reinforcements will pop in-system and be ready to fight in 2 turns. (one to arrive, one to prep and start battle) That's really convenient and cool. Adds strategy.
New types of modifiers. It's more stuff that has to be kept track of, and will interact in a complex manner. Note that I've done away with improved ground combat even. 5 pts of troops costs 5 pts, regardless of how elite they are.
I agree here, but my modifiers are few and easy to keep track of. I'm not a fan of Ground Combat, but I'm absolutely 100 percent sure that if you put this to a vote, nearly everyone besides you and I are going to vote for some variety of a Ground Combat modifier. This is a vox populi addition on my part, but I'd be squeeful to remove it too.
New types of unit. Ground troops of the same worth should be fungible. Whether they're high-tech and small, or large hordes of guys with an AK and a clip of ammo, the same cost of unit should behave the same. You'd need a division worth of troops to equal the cost of a frigate anyway, so why have 2+ point ground troop units?
I agree to this wholeheartedly. In my system they're just an amorphous blob of numbers which you allocate like coins into an arcade machine, plunking in enough to achieve the desired result. I don't like the idea of discrete military ground units with attributes and such. If ground combat exists, it should merely increase the size of your pile of 1's, not make them into 2+ units.
Separate replenishment of troops. Industrial points represent your total warmaking capacity. Why have a separate method for adding more?
I agree with this, but I think having a 'free per month' allotment of troops keeps people willing to use them and makes it less expensive to actually field an army. People with a max-size fleet are not going to have any money to spend anywhere due to upkeep, so that means purchasing ground forces is really a bigass pain if you're at a large fleet level. Someone who just got his ass kicked will be able to buy troops, sure, but won't he rather buy ships? Seems to make ground combat less easy and fun than it should be.
Lots of states. Although you could argue my method has a lot of states, it's just one variable, which always means the same thing. Other schemes have different states, with different things that can be accomplished in each state.
I assume you don't mean 'nations' but mean 'status'? Like the status/state of being compliant? I really only have two--compliant and noncompliant. And one is just the state of not being the other. That's hardly a lot. But I do agree with the sentiment, I don't like the idea of partial control, of seperate loyalties to different nations, etc. Planet should be rioting and useless, or grumbling but productive. There's no reason for 'status inflation' unless we were doing a lot more with planets and we had nations that weren't so eager to skin their new citizens or eat them for lunch.
Controlling numbers far removed from the start value. Sure, each intermediate value means something, but they don't really mean anything.
I apologize, but I don't know exactly what this means. Numbers of what?
Something my system doesn't address is how rebuilding works. However, others have appeared to come to a consensus that a 1:1 ratio of investment and return sounds good. The only thing I'd add is that rebuilding doesn't change the control level.
What's the control level?
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Hawkwings
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Post by Hawkwings »

Ahh, nice to see my hour wasted on that post didn't go completely to waste.
Covenant wrote:Hawkwings, your set of numbers is really just a more complicated set of mine. Which means I like the system, but I think you're not really adding much needed, and adding a lot of unnecessary numbers. One big, and good, point is the time taken to beat down a shield--but I don't think you realized that it's not an issue anyway.
The only thing a shield is good for is holding out until a counter-attack. I felt that it was fair to let the defender organize a counterattack and have a possibility of not letting troops touch his precious planet.
Covenant wrote:Bombardment

A 'combat turn' was mentioned to be about a day, so a planet losing it's shield would take a few days or a week tops, not months. We need shorter 'combat turns' than 'production turns' because we want more than one combat or movement order or such to be available per month/production turn. So your example basically ends up being the same as my system, only more complicated. So the unrealism is really not an issue.
Combat turn, week, whatever. Different terms for roughly the same idea.
Covenant wrote:A cut-off range really doesn't provide anything. A 400-500 point cutoff for a 100 point world (class ten in your system) is really the same as Nut's and my values required before invasion anyway... so a cutoff range, at that level, is just more complicated and redundant. Plus, randomization is bad--we should do away with it whenever possible, let it be RP'd or ballparked by rules.
Cutoff values were 40x the planet class for the lower value, and 50x the planet class for upper. I chose to do this because I decided to allow counterattacks and a random element in bombardment. It's always more exciting when the outcome is not certain.
Covenant wrote:Ground Combat

Defenders equal to production with a 1.5x defender value? Why not just make it troops equal to 1.5x production vlaue? Do you really want to make it possible to deploy friendly troops to a planet and get 1.5x the value from them? That encourages turtling.
Because I wanted as many of the same numbers as possible. 10 pt planet has 100 cities, 100 morale, and 100 troops. Easy to keep track of. It's just a modifier if they actually fight on the open field.
Covenant wrote:I suppose you could bomb the planet, but the city mechanics are too unnecessarily complicated. Basically, a city is worth 1 industrial production point of the planet's value--and you blast away the enemy and his cities at once via bombardment. This is the same in my system, but I do it with a lot less mucking around. Garrisoning cities? Protecting specific cities? They're just blips of industrial power. You don't describe what garrisoning really does of value, so you just add extra complexity to the "bomb a city to lower resistance" stuff that I already wrote out in a single little equation. I like the idea but I don't think we need to do it this way.
Sorry, I left this out. Garrisoning a city would mean a big bonus in defense, so the invading ground troops would have a really hard time pushing the defenders out of a city. Hence, bombardment. And there aren't "specific cities" unless you RP them. So the garrison would be a chance to resist enemy armies, at the cost of mobility.
Covenant wrote:Occupation

If a planet loses half of it's morale when the armies are gone, why even list the morale as 'half' gone? Does morale come into play when the enemy has not yet defeated the opposition? Are you suggesting we have detailed, complex struggles for cities between opposing armies? I don't think that's really necessary, is it?
Morale only affects production (and RP I guess). I list the morale as "half" gone because there's the option of removing morale one by one by bombarding cities into rubble. There's no need for detailed, complex struggles for cities in mechanics. There's simply "Pacified, 1 pt of production" and "Not pacified, do not gain production."
Covenant wrote:I'm also taking a stance against partial production control. There's no real need for it--it's just extra numbers you need to pay attention to, and it again favors large worlds over small ones (both for attackers and defenders) which is rather unfair and unnecessary. You're making small worlds worthless tactically or industrially by making them so easy to invade, yet by allowing a large world to come under partial control, thus at least giving SOME return--theoretically more than a few small worlds.
Sure it favors large worlds... they're harder to take. The point of having small worlds is to make them worthless to take, so people don't bother. But I also like your mechanic where the planet's defense value was 100 + class * multiplier.

I think it's important to give partial production. Can you conceive of a situation where a planet is 99.9% pacified, but that little tiny resistance level means that the planet produces absolutely nothing of value?
Covenant wrote:I'd suggest just making it a timer--computing how long it'd take for the enemy morale to crumble before you get control of the planet. And I already did that, with the occupation modifier.
Mine is a timer too, it's just a different timer than yours.
Covenant wrote:Re-Invasion

I'm against the idea of people being able to put friendly troops on planets to defend against invasion forces, as it encourages turtling, so I'm also against the idea of people needing to battle the enemy's troops directly to retake a world.
Why wouldn't you need to battle enemy troops in order to take over your former planet? After all, they're not just going to shrivel up and die by themselves if you cut off their supplies.
Covenant wrote:Conclusion

I like your thought process, but it mirrors mine nearly exactly, except my numbers are less complex and the rules are more clear, and more general. Your system also makes a planet have a lot more stats and such to keep track of, which is not all that great. The same situation using my system is basically the same, only faster and easier. Here's a rewrite of your scenario using mine.


===============================================
So let's step through an example.

Planet Stats:
Worth: 50/50

Bombardment vs shields phase:
Admiral Ex's fleet of 400 point micronaut battlevessels defeat Kommisar Whai. Ex's fleet has a basic cost of 300 as 100 of it's cost was in advanced beverage storage (your system failed to account for the kinds of specialized systems on a ship--do advanced hyperdrives aid ground invasion?) so it has a weight of 300.
Minor detail ;)
Covenant wrote:The planet's Resistance Level is 100+(5x50) = 350. This is higher than his Fleet Weight so to invade he first bombards the shields to nothing (this takes two days)
Why does it take 2 days? Is this enough time for a counterattack?
Covenant wrote:and then on the third day he declares his orbiting warfleet has reduced 10 points of the planet to smoking ruin, dropping the world's Resistance Level from 350 to 300 (It loses 10x5 resistance level) which is low enough for his Giant Enemy Crabs to invade. They detach and begin suppressing the population.
I agree. Basically the same as mine.
Covenant wrote:Ground battle phase:
Admiral Ex lands 200 points of Giant Enemy Crabs, blahblahblahroleplay

This will be a glorious roleplay that will go on for approximately 4.5 in-game months according to the Occupation Modifier, which was calculated thusly: (300 Resistance / 200 Invasion=1.5)x3=4.5 months.
What's the relationship between months and turns?

Actually, since you don't have partial production, I guess it doesn't really matter for your system.
Covenant wrote:Planet Stats:
Worth: 40/50 :(

Re-Invasion:
But what is this? Kommisar Whai returns to orbit with the 120341thnd Ignis Ursus Star-Cossask Space Partisan Cavalry! Quickly Admiral Ex is defeated, cursing the name of Whai as he escapes. The shields are up, but thankfully the Cavalary have brought a force with a Fleet Weight of around 500 points (closer to 700 before the space battle), so invasion starts the first combat turn after the battle. Whai's player allocates the required 300 points of Invasion Forces to liberate his world, and the deed is done.
Where did this 300 figure come from? It's the same as the resistance value, is this where it came from? So when these troops land, they instantly (in game terms) retake the planet? No need to fight the enemy soldiers still on the planet?
Covenant wrote:blahblahroleplay
===============================================

.
.

And that's it. Quick, easy, lets us get to the roleplay, takes care of all the complicated stuff like bombarding planets, glassing cities, fighting long insurgencies. I fluffed out my piece with more RP, but guys, isn't that really what this is all about? I have a hell of a lot fewer numbers in my setup, but we don't need so goddamn many in order to make it feel realistic and reasonable and fun. I also cover an awful lot of possible questions and complaints already, making it the least objection-causing system too. While you might find it objectionable merely because it exists, it's hard to see how it's harder or more complex than any other.
It's less complex than mine. Which may be a good thing. But it's less complex because it sacrifices the partial production facet, which I want and apparently Academia Nut wants too. I just find it inconceivable that an entire planet can be useless because of 1% noncompliance.

As for number of statistics... My system adds just one to keep track of the partial production value.

Your system has:
Planet production value
Number of invading troops on planet

My system has:
Number of intact cities (AKA production value)
Number of invading troops on planet
Resistance morale

So it looks like the issue here is: do we have partial production or not?

I am in favor of partial production mostly because of the fact that I see STGODs going for not that many turns before dying. I don't want to wait 3 turns to start using my newly conquered planet, when the entire game is only going to be 10 turns long anyways.

In conclusion: I like your/my system, except for the partial production bit.
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