Hawkwings wrote:Why does it take 2 days? Is this enough time for a counterattack?
I've merged these two because they address a good point.Hawkwings wrote:What's the relationship between months and turns?
Basically the game is divided up into combat turns and production turns, which is like days and months. I called them days, but they might not be--I know a lot of people wanted a combat turn to be an hour or so long, and that's cool, doesn't muss my system any. Either way we'll decide on that seperately as a group, which is why I prefer to call them 'combat turns' as it keeps it vague enough that we can clarify it later without forcing a lot of redoing of work.
A month, however, is a single 'production round' or 'production turn' that you get your production value at the end of, and can buy new ships and shit. So there's a whole bunch of 'combat turns' per 'production turn.' Just how many is up to be decided, but it'll be a bunch.
I refered to them as days to you, so I'll describe it in those terms. It takes two 'days' because I wrote in my setup that the Fleet Weight (the Basic Cost, not the full cost) is the total bombardment value of the fleet. So a planet of 500 shield can take a 300 point blast with 200 left. I also don't allow a partial blast, so you fire again on the second day to kill the planet--and bam, dead shield. Then the next day (after the shield was toasted) you can either invade or nuke the surface some.
Basically, one action per combat turn:
1) Shoot shields, or
2) Invade the planet, or
3) Nuke some surface area
As for reinforcements, it may, that's why I made it take a few combat turns (and why you couldn't blast a shield AND invade, we're trying to favor reinforcements there). If it takes 3 combat turns to conduct the space battle and 2 combat turns to do the shield, and one more combat turn to nuke the planet before the invasion... that's 6 combat turns total. If you had a fleet 5 combat turns away that you sent as soon as combat started, they'd be arriving to save your planet just as the nuclear bombardment splats a few cities. Riding to the rescue, quite heroically.
That's correct. Read my system! ;p Battling for control of a planet in actual 'unit v unit' terms is messy, and I don't like the idea of people deploying troops to their own planets in order to make them harder to invade, as that just starts a spiral of ground unit inflation. By the end of the game, people's homeworlds would have troop levels in the thousands, which is ridiculous. Your worlds would be involate, and this is turtlebad.Hawkwings wrote: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?
Because of that, and because of the way I handle Resistance Values, people would be unable to deploy troops to their own worlds to make them extra resistant, but an enemy would be able to barricade a planet he his currently invading by swarming it with troops. That creates a surreal double-standard, and makes it hard for someone to actually invade a planet that is currently under partial control--even though it should be easier.
The value I use is arbitary, but human nature dictates that resistance value and troops deployed will never be too far from each other until people have a fuckton of troops to spend. When they do, allowing someone to quickly demolish them in a glorious liberation maneuver adds extra incentive not to be wasteful, as well as encouraging glorious liberations to happen at all. Otherwise it'd be easier to invade a planet that is fully controlled by the enemy than one of yours that is actively resisting! How insane would that be?
So I keep all values consistant, but make it reasonably easier to retake a world than take over one of the enemy. That's fair.
Partial production favors large worlds more and they're really not much harder to invade--just require a larger investment of ground troops. The space battles are equally as hard (given that someone could choose to defend a small world with equal veracity) and if you get partial production from a big world, large worlds are actually more useful to invade, which makes them all-around better. That's poor design for no reason other than laziness.Hawkwings wrote: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.
As for turn rate, part of the lack of turns is the lack of action. We're trying to make a more action-oriented game already. I have no idea why people wait so goddamn long to call one turn over and start the next, but the speed at which turns roll over is mostly arbitary as well. There's no reason to make it take so long, and if people are only going to play for 10 turns or so before dropping like flies, we really shouldn't play at all--or we should endeavor to make a system that encourages lots of action and reaction, not one that merely panders to the status quo.