I like the idea of expanding the scope of ground combat. It doesn't entirely make sense to have the same number of zones for each planet regardless of size. A body like the Earth should have far more than a tiny asteroid. I'd suggest one zone per x amount of surface area of the body with a minimum of one.
Note that one issue that can arise is with attacking a unit that is moving resulting in it not being present when the attack is resolved. There are also quite a lot of issues with colony layout such as just where facilities, resources and populations are located, that I think that this should really be handled separately and possibly wait for Aurora 2.
I was toying with the idea of different size planets having a different amount of zones.
What I considered a problem with that is that ground combat could become really tedious with that.
But then again, it could make for some interesting large scale groundbased warfare.
Regarding building placement I was just assuming that the facilities are placed in an even manner around the planet, so if an enemy attacked and took 2 out of 10 zones your industry output would be reduced by 20%.
That would be a rather simple way and working 80% of the time, but that opens up a whole different can of worms if we think about things like multiple races/nation starting on the same planet.
A much more complex way that takes care of such problems would be this:
When founding the colony it lets you place it on a place of your choice, maybe make it a square with the sides equaling the height of the center bars. (So a moon sized body would have a 1x1 colony, earth sized 2x2, I kinda lack the vocabulary to explain it better
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That would allow several colonies to exist next to each other.
A colony could still work like described above for ground combat. If an enemy captures one zone of a 2x2 zone colony 25% of the industry would be compromised and unavailable to the defender. A colony would count as lost when all zones are occupied.
But yeah. That's kinda far beyond a simple suggestion.
One addition I would like to see for ground combat is the addition of company sized units for the other combat ground units. Also the implementation of the split/combine between battalion and company size units.
That would certainly be nice to have.
Regarding aircraft I think you would need to run with all aircraft are aerospace capable, otherwise you run into issues with what atmospheric pressure is required for them to be able to operate, what gravity they can operate under and so on.
Right. I didn't think that far.
It might be hard to come up with a handwave why a fighter can fly on a zero grav asteroid without an atmosphere but can't fly in "space".
For missile intercept my suggestion would be. Each interceptor unit has a base chance to do one point of damage to one impacting missile each 5 second increment equal to it's attack rating. This is modified by the missile speed against a speed determined by current engine technology level(3000 km/s / techlevel?). The interceptors fire as if set to final fire, so will target missiles aimed at the planet or ships at the planet.
This gives interceptors some ability to intercept missiles without overshadowing designed point defence fighters.
Yes, that's pretty much what I had in mind, just way better explained.
I'd keep using troop transport modules to house the aircraft to keep things easier to program. If they were housed in hangars they should use comparable space to other ground units i.e. 2500 tons for a squadron and 500 tons for a flight.
Agreed, those are better values.
I wrote it at work and could not come up with the weight values of a troop transport module so I just made it 300 tons. 25 tons is, if I remember that correctly, roughly what a modern fighter weights loaded so I used that.
One issue that would need to be handled is potential disproportionate effects of the aircraft attack/defence bonuses due to the way combat is currently calculated, total attack verses total defence. eg 10 ground attack squadrons against an enemy with 9 ground attack squadrons and a garrison battalion. The first should not double their strength due to the single opposing troop unit when most of their fighting is going to be against other air units. Similarly the same situation should be avoided with a single aircraft giving all the opposing forces interceptors double strength.
That's true.
One possibility could be to have air vs air resolved first.
Maybe even a split into 3 combat phases.
1. Air vs air
2. Air vs ground
3. Ground vs ground
That way a successful aircraft attack would be softening up enemy troops for the ground units while a good interceptor screen can prevent all damage to a group of ground troops.
I don't see any need for the combined arms bonus, troops can already receive a bonus due to commander skill from the ground combat bonus.
I don't really think there was a big need either.
Its just that the game already tracks what type a unit is but does absolutely nothing with it (at least as far as I know), so I thought adding something that makes use of it might be nice.
Also if not playing strictly by self imposed RP rules I usually just plunge down as many Assault Heavy Armor Battalions as I can with a few Combat Engineers in between and the odd Replacement Battalion here and there.
I pretty much never use "real" infantry for anything because if I can afford to train and sustain a mobile infantry unit I can usually also afford to train some heavy tanks.
A bonus to mixed units might give me encouragement to use them more often even if I don't tell myself "my insectoid race doesn't know what a tank is".