Aurora 4x
C# Aurora => General Discussion => Topic started by: Lightning on April 15, 2020, 05:13:35 PM
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I personally feel the changes to ground combat have made it unnecessarily complicated. Guess its time to start glassing planets instead of conquest.
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I vehemently disagree.
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I personally feel the changes to ground combat have made it unnecessarily complicated. Guess its time to start glassing planets instead of conquest.
Why? What is the main reason?
I was originally worried about the Logistics and Variety added for the formations etc, but now I am just thinking all the times how did I leave without it before. Of course, have a couple of improvements will help such as being able to replace the losses in one click rather than going manually over every formation.
Having only one Logistic Vehicle really simplify the all Logistic chain as well, so it is just math: how long do you want them to be able to be supplied for and the numbers are accessible.
Finally, the only thing I still cannot figure properly is the field position but that is due to lack of experience.
The only thing I would probably scrap for now is the fighters (which is pretty much now space fighters or just airplanes); that I agree to be utterly too complicated and probably just for the TN start and wars. I think we could have live without them. But again just another mechanic to learn, once done you'll be pretty much in auto mode when planning an attack.
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I vehemently disagree.
I expect a lot of people will since a lot of people wanted it changed.
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What's too complicated about it for you?
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What's too complicated about it for you?
I didn't say it was too complicated. I said it was unnecessarily complicated. Old system was perfectly fine for me. Simple, easy, abstracted way to conquer worlds in a space exploration/expansion game.
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Personally im excited for the new mechanics and complexity, but then again, i love the OOB in hearts of iron 3 so
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What's too complicated about it for you?
I didn't say it was too complicated. I said it was unnecessarily complicated. Old system was perfectly fine for me. Simple, easy, abstracted way to conquer worlds in a space exploration/expansion game.
Well it's not unneccessarily complicated for me.
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Ground combat could use some improvements, sure. You could always ask Steve for 'default' templates. That, along with (hopefully eventually) a way to automate bringing units back up to template strength would take a lot of the micromanagement out of ground combat.
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What's too complicated about it for you?
I didn't say it was too complicated. I said it was unnecessarily complicated. Old system was perfectly fine for me. Simple, easy, abstracted way to conquer worlds in a space exploration/expansion game.
I think that allot of people here are into the story element of the game and fiddling with OOB and formations is part of what appeals to such people.
In my opinion you can make rather simple formations that are very effective and be done with it using this system, that way you don't have to interact with the system that much or micromanage it as much.
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Default templates would be nice as a solution to this. It'd mean you wouldn't have to tinker too much unless you want to customize what you've got.
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"Unnecessarily complicated"
Hi, welcome to Aurora.
But seriously, ground combat used to be uninteresting and unimmersive, at least now it feels like it fits in with the rest of the game and I know (and can control) what I'm working with rather than just smashing "ground unit" against "enemy ground unit"
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Its true the new ground combat is very complicated. I haven't tried the "Create ground unit templates" option yet but I have to assume that its probably fairly helpful not being forced to always make forces completely from scratch.
But some easier options would be nice, maybe some premade templates you could select from a list as your technology makes them buildable.
Apart from that a basic ground combat tutorial would go a long way. As would be handy for many of the games systems, tutorials for Aurora always end up bloated with minutiae.
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What's too complicated about it for you?
I didn't say it was too complicated. I said it was unnecessarily complicated. Old system was perfectly fine for me. Simple, easy, abstracted way to conquer worlds in a space exploration/expansion game.
I think that allot of people here are into the story element of the game and fiddling with OOB and formations is part of what appeals to such people.
In my opinion you can make rather simple formations that are very effective and be done with it using this system, that way you don't have to interact with the system that much or micromanage it as much.
I don't think is too complicated. It's complicated as much as you want it to be. I am finding myself agreeing quite much with this quote: you can make rather simple formations that are very effective.
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I get where OP is coming from. Especially a new start requires a lot of micro-management.
But at the same time, that micro-ing is also part of the fun.
I spent way to much (fun)time yesterday on organising my gene-modified, power-armoured supersoldiers into companies and chapters....
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I still havent figured it all out but it's very neat.
And the ability to take the option of "I dont want to deal with you alien slime, I'm going to nuke you off the face of the planet" was always an intended design choice for the new ground combat system... it just means filling the atmosphere with radioactive dust and destroying all those useful installations you would have kept if you invaded.
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Organize the Army is fun for me. i love the new design. :-)
But how do i initiate a ground combat? i have a multi player start, with some NRP on my planet. I set them all on hostile. . . what now? I guess the STO Targeting Tab is for Ground Combat? but it reamins empty. . .
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Organize the Army is fun for me. i love the new design. :-)
But how do i initiate a ground combat? i have a multi player start, with some NRP on my planet. I set them all on hostile. . . what now? I guess the STO Targeting Tab is for Ground Combat? but it reamins empty. . .
I think fighting is supposed to happen every construction phase by itself.
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Yes it is.
Some pops are conquered, others are not, although they are all on hostile. Still have to figure out why
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STO Targeting is for Surface-To-Orbit weapon targeting, as far as I know. To actually attack with your units, you go into the Ground Forces window, find the unit(s) that are on the same body as the enemy colonies you want to fight, click the unit or its HQ, click the button at the bottom that says Field Position, and set them to Front Line Attack. You generally want to leave the HQ unit out of the frontline so it doesn't get destroyed, so selecting the command unit that has your main combat line forces, clicking Field Position, Front Line Attack, and enabling "Set Field Position ONLY for subordinate formations" may be preferential.