Author Topic: Static vs non static units  (Read 1592 times)

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Offline vorpal+5 (OP)

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Static vs non static units
« on: May 13, 2020, 10:51:01 PM »
How they differ in properties? What does it means exactly to be static, as no unit move on the surface of a planet?
 

Offline Gabrote42

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Re: Static vs non static units
« Reply #1 on: May 14, 2020, 09:07:01 AM »
Think of it like towed artillery.  They do not evade, can be fortified as well as infantry and can be very armoured.
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Offline Garfunkel

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Re: Static vs non static units
« Reply #2 on: May 14, 2020, 03:12:41 PM »
They can be anything from dug-in bunkers/shelters/pillboxes to towed artillery to horse-drawn cannons to fortified laagers and so on.

 

Offline vorpal+5 (OP)

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Re: Static vs non static units
« Reply #3 on: May 14, 2020, 03:18:24 PM »
So they seem to be very interesting for most if not all units? Would you declare infantry static, and if not, why?
 

Offline Garfunkel

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Re: Static vs non static units
« Reply #4 on: May 14, 2020, 03:36:59 PM »
Infantry isn't static because of a combination of things:

a) there has to be a unit class that perform boarding combat between ships
b) terrain affects different types in a different manner
c) infantry can self-fortify and dodge in a manner that is different from other classes
d) infantry cannot armour itself in the manner that static can
 

Offline vorpal+5 (OP)

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Re: Static vs non static units
« Reply #5 on: May 15, 2020, 01:58:29 AM »
Sorry, I mixed concepts here, somehow a part of my brain thought that 'static' was a property you could attach to any unit type ...

Let me rephrase ... Why would you want to use anything but the static template, except for specialized tasks, like boarding? A Static unit can entrench well and can be quite armored, so why not using it for all units templates?
 

Offline mike2R

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Re: Static vs non static units
« Reply #6 on: May 15, 2020, 03:32:29 AM »
Why would you want to use anything but the static template, except for specialized tasks, like boarding? A Static unit can entrench well and can be quite armored, so why not using it for all units templates?

I think (I'm having some problems getting my head around the systems too) that the downside of static elements is they have no evasion (The Hit Mod column for the base unit type).  And fortification bonuses don't count when a unit is on attack.  So if you want to put units onto an attack field position, you want units that can evade, so you don't want static units.
 

Offline Jorgen_CAB

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Re: Static vs non static units
« Reply #7 on: May 15, 2020, 09:04:06 AM »
Static units can NEVER make any breakthroughs... infantry can do that.

Static units also are susceptible to losses more than infantry from some types of weapons.

Both static and infantry serves a purpose for different reasons.
 
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Offline Cinnius

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Re: Static vs non static units
« Reply #8 on: May 15, 2020, 12:17:41 PM »
what is a good design for a static unit? can you put some example?
 

Offline Polestar

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Re: Static vs non static units
« Reply #9 on: May 24, 2020, 07:40:52 AM »
Some examples of static units (armour and weapon tech levels set to 1 for easy comparison):

Pillbox-HAV
Transport Size (tons) 60     Cost 1.2     Armour 1     Hit Points 3
Annual Maintenance Cost 0.15     Resupply Cost 36
Heavy Anti-Vehicle:      Shots 1      Penetration 6      Damage 6

Purpose: Support garrison infantry with a heavy anti-vehicle weapon, and do so cost-effectively. Is most useful on worlds without mountains or jungles.


Battalion HQ, static
Transport Size (tons) 62     Cost 4.24     Armour 1     Hit Points 3
Annual Maintenance Cost 0.53     Resupply Cost 0
Headquarters:    Capacity 10,000
Non-Combat Class

Purpose: Be an HQ for a garrison battalion of 10k size. Is somewhat harder to kill, for the price, than a garrison infantry HQ.


15cm Railgun STO-Point Defence
Transport Size (tons) 417     Cost 52.24     Armour 1     Hit Points 3
Annual Maintenance Cost 6.5     Resupply Cost 0

15cm Railgun I
Range 60,000 km      Tracking 12,000 km/s      Damage 3 / 1     Shots 4     Rate of Fire 15
Maximum Fire Control Range 60,000km      Chance to Hit at Max Range 0%
Maximum Sensor Range 1,261,564km      Max Range vs Missile 113,541 km

Purpose: Provide anti-missile protection for a planet (plus light gunfire). Essential if you suspect the enemy might swoop in and nuke your precious homeworld!