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No joke, I'd genuinely love that. Detailed casualty reports, watching individual notable soldiers rise up and so forth. Completely useless and overkill in anything other than a role play sense, but I'd still love it. At the least though I would enjoy seeing pops depleted to accommodate military construction. Doesn't have to be 1-1, you can make the pop drained much higher than the battalion's actual combat force is, to account for the significant number of military non-combat positions behind the scenes in each unit.
Just to make sure, can you shift/control - click multiple ships to drag and drop the whole group at once? One of the main issues with my fighter based games was trying to organise hundreds of fighters across my multiple carriers in the naval organisation tab so that I could dock/undock them easily.
As a side question: Are you using Forms or WPF (or something else)?Thanks,John
Oh wow, the new naval organization system looks awesome! I used to organize my ships by squadrons; say, have a group consisting of Cruiser squadron 1 and destroyer squadrons 2 and 3, to make best use of jump ships supporting multiple non-jump ships; but that proved to be more trouble than it was worth. This looks like it would work perfectly for something like that. Any chance for a "squadron jump by sub-fleet" order or similar functionality?
Windows Forms. I have used WPF in the past and it is more flexible. However, Forms does everything I need and I am a lot more familiar with it. I'm always happy to go with the least complex solution that does the job
Question on component features, are you planning for the more obscure/buried components to exist or otherwise hold placeholding entries in the C# version? For instance, absorption shields, hyperdrives, particle torpedoes, etc.
For example, I have a new concept in mind for the invaders. Rather than being wormholes and random ships, the Invaders will send several huge Base Ships, which act as the anchors for interstellar jump gates. The invasion will be conducted via these Base Ship locations using pre-planned waves (defenders, scouts, construction ships, warships, dreadnoughts, etc. ) and you will be able to end the invasion by destroying the Base Ships.
That sounds good, however some mechanism should be in place to prevent cheap tactics, considering they are static targets. For example, very strong PD is a must to avoid cheap missile spam that overwhelms PD and just kills the bases with no or little effort. Same for fighters. Said bases should be hard to kill no matter what the tactic and weapon used.
That shouldn't be too difficult and sounds like a good idea. They would emerge as separate fleets though because the jump would scatter the sub-fleets.