Aurora 4x

C# Aurora => C# Suggestions => Topic started by: Polestar on May 02, 2020, 05:21:58 AM

Title: A review and critique of ground forces in version 1.93
Post by: Polestar on May 02, 2020, 05:21:58 AM
A review and critique of ground forces in Aurora v1.93

Having played several games involving armies and ground combat, it's worth sharing some thoughts about both how ground forces currently work in Aurora (as of version 1.93) and to consider what adjustments might profitably be made. I apologize in advance for any errors below; I'm confident that you'll find at least a few! Places where I know my knowledge is especially weak are marked with [check this].

Designing and fielding ground forces in Aurora tickles all my grognard bits and I'm not the only player to feel this way. I love the control now on tap, the generally excellent balance now served out, and the extreme customization now made possible. It's just great.

There, are, however, some parts of the new system that I will suggest are imperfect and consider ways to improve upon. Note for newbies: This is not a guide to ground forces, but (as indicated) a review and critique.

General:
Ground forces are built in the Economics interface and managed in the Ground Forces interface. This is a bit of a disconnect.
Proposal: Move production to the Ground forces interface, Order of Battle tab. If this is done, perhaps show factories on the left side and show current production on the right side when a specific formation element is not selected.

Ground forces do not automatically upgrade. Once built, they slowly become obsolescent. Given the time required to set up elements, research elements, and set up formations, I agree with other players in proposing that this is the single biggest issue with ground forces at present.
Proposal: Ground forces should automatically upgrade over time.

Relatedly, non-STO ground force maintenance is very low compared to fighters or STO units. Proposal: Maintenance for non-STO ground forces should be multiplied by between three and five.

The Unit Class tab:
Unit elements are designed here. For the most part, I believe the choices on hand to be quite well balanced, agreeing with others who have analyzed this previously. That said, there are some over-all winners and losers. We start off by noting that formation survivability and battle-winning power depends on the inclusion of elements with at least one of the following advantages: Large numbers, high dodge or fortification, heavy armour, high hitpoints, and/or suitability for battlefield conditions. This extensive list enables a great many types of elements to strut their stuff. Each can outperform against an enemy without enough suitable weapons, and each can be mown down by a foe tailored to defeat them.

My comments here:
1. Infantry genetic enhancement is more costly compared to its benefits than are most other options (fielding more men, up-armouring, using a different unit type). Space marines, however, might well consider getting cuddly with the geneticists.
2. Adding armour to infantry can be a major win. The bugbears of infantry are machine guns and bombardment and both are effectively hindered by armour. Adding HPs to infantry is comparatively less valuable except in shipboard combat.
3. The most efficient threat to armoured infantry ought to be autocannon. But this is not the case, and we here repeat a point previously made by others: autocannon are weak. Why are they weak? Their mix of penetration and damage is a imperfect match for most element types, they are a bit too big, and they are a bit too costly.
4. Heavy AA is disproportionately effective for its cost compared to medium AA, which in turn is more cost-effective than is light AA. Why? The combination of much greater anti-fighter damage and greater area of influence. I suggest that the former needs to change quite a bit in order to balance things out.
5. Bombardment is a bit of a mixed bag. It's not very lethal to most units for its size or cost, and what it kills effectively most other weapons also can kill just fine also, but bombardment does have the advantage of being able to fight from supporting and rear-echelon positions. I'll put in a case for Heavy (and long-range) Bombardment being most cost-effective in this category, because the combination of higher stats plus the ability to hit rear-echelon units is quite powerful.


Other comments on the unit class design tab:
1. It is not obvious that units may be given more than one special Capability. This is done by shift-clicking; this, while a Windows-standard action, is unusual for Aurora, in which most interfaces do not recognize multiple selections. Relatedly, I submit that capabilities increase cost too much when combined. Perhaps add the multipliers rather than cumulatively multiplying them?
2. More philosophically, I propose that many of the special Capabilities ought to be allowed as retraining and re-equipping options for existing units as well. Once we field our lovely space marines / legions of doom / fluffy ninja kitties, we ought to be able to prepare them for new glorious conquests / dreadful defeats instead of having to build new every time.
3. The four values shown on the top of the window, starting with Racial Armour Strength, should a) not be coloured like a user-editable value, and b) should indicate what technologies affect them.
4. Researching all of the desired unit elements for a full-fleshed army can get tedious, even the first time this has to be done. Consider the balance of gameplay value versus player time: How about we drop the unit element research requirement and make up the difference by raising the cost of high-end unit and weapon types and of capabilities?
5. As discovered by other players, it is not obvious how to adjust Headquarters Capability. Why? The dialog to do this is not close enough to the choice of  Headquarters as a Component Type. Perhaps the Headquarters component type might, when selected, pop down a sub-option displaying Capability and enabling it to be modified?

Supplies:
We comment on supplies here, because here is where we first notice that there are (as described in the game design notes) two kinds of supply: Infantry-type and Light Vehicle type. The first is half the price, but can only supply within a formation. The second can supply any formation in its hierarchy. This distinction makes some sort of sense logically, but I'm not seeing it actually adding enough to gameplay to make up for the complexity. What I do in my own armies is a) include infantry-type supplies in every combat formation, b) add additional infantry-type supplies in independent rear-echelon formations, and c) transfer from these to thr fighting formations as they run short. This saves expense, saves on command span, and - most importantly - makes sure I keep tabs on supply availability.

I would prefer it if the game:
a) at least made mobile supplies less costly compared to infantry supplies and ideally removed the distinction altogether,
b) had units use their own supplies by preference, auto-replenishing from other sources if available,
c) allowed this to happen from any mobile supply on the battlefield, with hierarchy acting only as a preference, and most importantly,
d) showed rounds (or days) of supply remaining in the Order of Battle view.


The Fighter Design window:
We jump to fighter design here in order to discuss them in comparison to ground units. Briefly, I don't think fighters are good enough for the price. Why?
1. They are (very) expensive compared to ground units mounting equivalent anti-surface weaponry. Bombardment kills for less. AA guns are much less expensive and heavy AA does serious damage. Heavy bombardment hits everything fighters can.
2. The mix of penetration and damage provided by fighter pods is a non-ideal match for most ground units, although any lightly-armoured superheavy vehicles will suffer.

This said, if fighter speed is sufficiently effective against AA, that could change things substantially. At present, I lack any information on this point. [check this]


The Formations Templates tab:
Here is where Unit Classes form Elements within ground force Formations. A Formation is comprised of Elements, each consisting of a number of units of a defined Class.

We, as players, will have some sort of notion of the sort of army we want. The interface for making formations isn't terribly taxing (with a few caveats - see below). What we aren't really provided with by the game is a sense of how large to make Formations, and how to organize them.

Formation size is important. Transports carry a certain size of unit. Headquarters allow Commanders effective control up to a certain total formation size. Perhaps most importantly, and least well understood, is how formation size impacts battles. If I understand both the game design notes and my own battlefield experience correctly - and there's a "if" there - then, in every combat round, a formation may only attack up to one other formation (plus one more in the case of a breakthrough). This means at least two things: Firstly, a large formation can "overkill" a sufficiently smaller one, wasting shots. Secondly, the overrun rules massively favour large formations. Not only do they win the one-on-one fights the game uses, but a huge formation can break through the hole a routed tiny one leaves in the line.
I propose that both are unrealistic and unnecessary "gotchas" in game design. How about we try out the following changes?
1. A formation with remaining shots attacks other formations, repeating the same selection randomization as previously, until its shots are used up. Any formation may be attacked by any number of formations in this way, but both large and small formations get to use all of their eligible shots exactly once, and therefore have equal effectiveness.
2. Overrun occurrence is calculated entirely based on defending formation integrity and cohesion. The choice of formation to conduct the overrun is made based on the number of kills it made on the beaten defender. If this formation is less than two-thirds the size of the defender (possible in the event of greatly mis-matched formation sizes), then pick additional attacking formations, in descending order of the kills they made, until the defender's size is matched. If the formation is larger than the defender, then it may only overrun if it passes a check against defender size / attacker size. Why? You can't squeeze a Soviet Tank Army through a space of a single battalion - you need to clear a bigger gap than that.


How to organize formations?
Every army has a hierarchy. Armies command corps command divisions and so forth. Aurora clearly want us to set up a hierarchical arrangement, in which formations command other formations ... and, equally clearly, desires this to happen only within close limits. Let's list the arguments Aurora makes, pro and con:

In favour of hierarchy, Aurora:
1. allows formations to command other formations without obvious limits on nesting,
2. provides ground commanders with a variety of ground command ratings,
3. lets commanders of superior formations share their skills with subordinate formations, and
4. has a supply distributions system that works only within a hierarchy, and
5. lets you load a whole hierarchy at once into a transport (happy !)
Other arguments pro may occur to you.

Against hierarchy (or, at least, against deeply-nested hierarchy):
1. HQs get expensive (and large) when asked to command a sufficiently large unit size. This is multiplied if you want any redundancy or armour, and it's terribly easy to kill a single unarmoured HQ. Worse, Aurora [check this!] requires a sufficiently large HQ *at every level of the hierarchy*. If you have a corps of 330,000 commanding divisions of 100,000 commanding brigades of 30,000, then all of these need HQs with (at least) that command size in order for commanders to avoid penalties. This means, if you have one corps commanding three divisions commanding nine brigades, you have to supply a total of 330k + 3*100k + 9*30k = 900k worth of HQ capacity. Multiplied by any redundancy, this - to repeat ourselves - gets expensive. [again, check this]
2. Commanders only share 1/4th of their skills with units in any immediately subordinate formation. I do not know what happens to deeply nested formations; do subordinates of subordinate formations also get the 1/4th bonus? Aurora poses you with a difficult and - so I propose - unfair choice: Do you take that hit, or do you lump their whole command into one formation and risk "overkill" against possibly much smaller enemy formations? How do you make that choice when you have no idea how large a prospective enemy might be making their formations?
3. Commander command capacity bears no relation to their rank. Make a big HQ, and the game - reasonably - will set the commander rank higher. But do you have a commander of that rank, with sufficient capacity, and with sufficient skills to make it worth your while to find and appoint them? The game, in short, features commanders who want you to give them an (ideally, unified) formation tailored to them personally, rather than your idea of a well-organized army.

I am about to make some proposals. I will assume that Aurora actually DOES want nested hierarchies (or, at least, that it does not want to penalize them) and that evidence to the contrary should generate requests for reform. So here goes:

1. HQs in nested hierarchies need to be a lot cheaper. I don't have a clean way to accomplish this. One possible solution is to allow for two command values: capacity, and subordinate capacity. The first allows directly attached elements to be effectively commanded. The second allows command of any subordinate elements, however nested. The second is 1/10th the price of the first.
2. Ground leaders should be delivering more to their subordinate formations. We could adopt the powerful navy admin system, in which a fraction of the bonus is multiplied at every level, as long as superior ranks command inferior at every level. That would *strongly* encourage nesting!
3. Leader command capacity should be a function of rank. I'd go so far as to say that it should ONLY be a function of rank. Now, if this is done, then the game will become much more explicit about the recommended sizes of formations than it currently is. I favour this, especially given how combat works, but not all players will appreciate the loss of customizability. An ambitious proposal is to allow the player to specify the command size for each rank. If the player chooses a much higher size then normal, drop the maximum leader bonuses a bit. If much smaller, nudge the maximums up a notch or two.


This monograph is getting a bit long. I apologize. But it's good to have the whole system critiqued as a whole system, so let's wrap it up and head for...

The Order of Battle tab:

Here is where we organize and review the formations we build. In general, this interface looks good and works well, but I do have some (mostly minor) requests:
1a. Light bombardment should not require a supported formation in order to fire in battle. A bombardment element without an assigned supported formation should perhaps fire in support of the weakest or a random front-line formation in combat, with formations within the same hierarchy being preferred, but not required.
1b. I have not figured out how to un-assign a support relationship.
2. As with the Naval Organization listing of fleets, there is more information I would be glad if this interface showed for each formation. Lack of supply and command limit exceeded are the biggies here.
3. It would be great if there were a way for formations to be automatically brought up to strength, based on an existing formation template, by drawing units from a specified formation. In other words, I'm requesting replacement battalions.
4. At present, each formation has to have a Field Position manually set. It would be great if this were set for each formation template, leaving only adjustments for particular circumstances to be made later.
5. Planets should show their terrain, climate, temperature, and pressure, if not normal.


... And this completes this review. I'm sure I've left a bunch out, but this missive taps me out for now. I look forward to reading the on-going discussion of ground forces and combat, of which this is just a small part.
Title: Re: A review and critique of ground forces in version 1.93
Post by: Pedroig on May 02, 2020, 06:58:33 AM
Some thoughts, assume general agreeance with OP except as noted/clarified below:

1.  STO upkeep should be more expensive than other ground unit upkeep.  They are afterall on the ship formula, not the ground unit formula, they don't interact with ground forces in any way except HQ capacity.  Making ground units more expensive is not a solution, mainly because the problem doesn't exist really, apples versus oranges.

2.  Commander required rank and HQ size is directly related and thus far uneditable.  This should be pointed out more clearly.  This ties in with Commander Bonuses, they should apply 100% up to the rank HQ rating including all sub-formations, dropping off to 25% for sub-formations if the sub-unit HQ is destroyed or ALL units if HQ capacity is exceeded.  (This allows one to have an Armour Division commander containing Mechanized Infantry Brigades/Battalions/Companies.

3.  More on HQ:  In the Right Hand Pane there should be the current selections levels with required rank, so 5000 - Major (or whatever the lowest rank designator is, though I believe the DB sees it as the highest which is off since I do not know of any country whose rank structure works downwards i.e. an O-1 is always a lower rank than an O-2, etc.).  IIRC this would give SIX levels of DB to select and then have a green text to give a custom number, but it would correlate to the listed rank structure.  (This way one can simply select a "default" size or to save space/BP/upkeep a custom number lower than one given for the same rank)

4.  Light Bombardment does not require to be supporting an unit, it merely requires being in a Support position on the field.

5.  Ground units upgrading over time should be a checkbox if implemented.  Upkeep should be reduced for non-upgraded units (upkeep modifier=built tech level/current tech level)

6.  COPY/PASTE or Text Import is direly needed.  Both for formation creation, but even more so for OOB.  So tedious to make identical/modular multi-tiered formations every single time.  An additional feature would be to be able to "set" said formation on the OOB screen and then whatever is set in there is what the selection list for the ground facilities to build, and it would build it top-down.  So if one selected a division it would build the division HQ, all supporting elements, all brigades, battalions, companies, platoons, squads, and fireteams in that template.  ALL ground facilities on the planet would work on the order and the entire thing spit out at once would be the compromise.  So if there is no "real rush" once can simply build the entire thing with no manual assembly required.  However, if time/materials/wealth/need is short, then once could simply select any of the sub-formations and that would be the "top level" built, with the same caveats.
Title: Re: A review and critique of ground forces in version 1.93
Post by: skoormit on May 02, 2020, 08:13:44 AM
Tremendous analysis and critique.
As a player who has been happily playing in space, more than a little afraid to wade into the intricacies of GU design and use, thank you very, very much for taking the time to write your ideas so clearly.

I have just a couple minor observations.

Quote
Proposal: Move production to the Ground forces interface, Order of Battle tab.

I'm not keen on moving GU production out of the economics window, because then it would be the only production effort not available in the econ window.
However, maybe it would be useful to add some information in the GF interface about current production and available production capacity at each colony.
Then you wouldn't have to switch windows to see what you had queued up, which I suspect is mainly what you are after.

Quote
I propose that...an [overruning] formation with remaining shots attacks other formations, repeating the same selection randomization as previously, until its shots are used up.

Would smaller formations then have any relative advantage over larger formations? Wouldn't this greatly incentivize us to always make the largest feasible formations?
What if we restate is like this: each time a formation overruns another in a round, some portion of its remaining shots are "wasted", and it gets to use the rest against a new target.
The precise size of the "wasted" portion is a question of balance.
At present, the size is effectively 100% of remaining shots. You are proposing it be changed to 0%.
Perhaps there is a satisfying answer somewhere between the two?
Maybe it should vary by the size imbalance between attacker and defender; an enormous attacker overrunning a tiny defender probably wastes more shots than an attacker overrunning a slightly smaller defender.
Title: Re: A review and critique of ground forces in version 1.93
Post by: Father Tim on May 02, 2020, 09:48:24 AM
Ground forces do not automatically upgrade. Once built, they slowly become obsolescent. Given the time required to set up elements, research elements, and set up formations, I agree with other players in proposing that this is the single biggest issue with ground forces at present.
Proposal: Ground forces should automatically upgrade over time.

No they shouldn't.  While I am all in agreement that a button to 'copy this unit / formation template but with the newest, best tech' would be a wonderful thing to have, I am strongly opposed to ground troops magically getting better equipment.  New gear should cost time & money & minerals.  A 'rebuild this unit with the latest tech while keeping its experience' option for GFTFs would be great, but it still needs to cost.

Relatedly, non-STO ground force maintenance is very low compared to fighters or STO units. Proposal: Maintenance for non-STO ground forces should be multiplied by between three and five.

No.  Aircraft and STO weapons should be far more maintenance-intensive than guys with guns in linen uniforms.

1. Infantry genetic enhancement is more costly compared to its benefits than are most other options (fielding more men, up-armouring, using a different unit type). Space marines, however, might well consider getting cuddly with the geneticists.

Yes, because only infantry can carry out boarding comabt, and the vast majority of ships are not going to have their own troops for repelling boarders.  Genetic Enhancement is priced based on its effectiveness for such situations.

4. Researching all of the desired unit elements for a full-fleshed army can get tedious, even the first time this has to be done. Consider the balance of gameplay value versus player time: How about we drop the unit element research requirement and make up the difference by raising the cost of high-end unit and weapon types and of capabilities?

No.  Component research has always been a big part of Aurora, and removing or 'dumbing' it down harms the game's identity.

What I do in my own armies is a) include infantry-type supplies in every combat formation, b) add additional infantry-type supplies in independent rear-echelon formations, and c) transfer from these to thr fighting formations as they run short. This saves expense, saves on command span, and - most importantly - makes sure I keep tabs on supply availability.

I would prefer it if the game:
a) at least made mobile supplies less costly compared to infantry supplies and ideally removed the distinction altogether,
b) had units use their own supplies by preference, auto-replenishing from other sources if available,
c) allowed this to happen from any mobile supply on the battlefield, with hierarchy acting only as a preference, and most importantly,
d) showed rounds (or days) of supply remaining in the Order of Battle view.

Aurora is not interested in preventing you from cheating at solitaire.  If you consider it right and reasonable for your 'Supply formations' to get anywhere in the front lines in the six (eight?) hours of one ground combat round, that is fine.  "I don't use this rule so it should be removed for everyone," however, is not.

a)  No.  The distinction is important and flavourful.
b)  It is not clear to me that this is not how it works currently.
c)  No.  Supply units increase the size (and therefore the 'target profile') of their formation, and also benefit greatly from the "Avoid Combat" setting.  The trade-off for this efficiency (LVH-LOG) and 'reach' of supply.
d)  Yes, briiliant!  A very welcome change if this were to happen.

We jump to fighter design here in order to discuss them in comparison to ground units. Briefly, I don't think fighters are good enough for the price.

That's fine.  Plasma Carronades are a waste of resources too --  it is not necessary (or even desirable) that everything in the game is perfectly balanced against everything else.

1. A formation with remaining shots attacks other formations, repeating the same selection randomization as previously, until its shots are used up. Any formation may be attacked by any number of formations in this way, but both large and small formations get to use all of their eligible shots exactly once, and therefore have equal effectiveness.

So if my indigenous guerilla infantry are spread around the world in penny-packets and tiny garrisons one giant tank formation can somehow machine-gun them all in an afternoon?  No.

I haven't seen the breakthrough mechanic in action enough yet to know how I feel about it, but it certainly sounds like you're suggesting we punish the empire that makes the smaller formations.

<A whole bunch more stuff>

A lot of your QoL suggestions are thing we can reasonably expect to be in the many upcoming QoL / convenience patches.
Title: Re: A review and critique of ground forces in version 1.93
Post by: Eretzu on May 02, 2020, 01:56:14 PM
I am still novice and have played with ground units only little. I still would like to throw this out here: Is "Ground Combat Command" stat necessary as a mechanic?

With ships the idea is that low rank commanders command ships while higher ranked ones provide bonuses to many ships through naval admins. There is no stat for how many ships a naval admin commander (or fleet commander) can give bonus to and I feel it is good as such. It simplifies the game as you can rely on the idea that two commanders of same rank can do exactly same things (with different bonuses ofc).
Title: Re: A review and critique of ground forces in version 1.93
Post by: Polestar on May 02, 2020, 07:35:42 PM
Some thoughts, assume general agreeance with OP except as noted/clarified below:

1.  STO upkeep should be more expensive than other ground unit upkeep.  They are afterall on the ship formula, not the ground unit formula, they don't interact with ground forces in any way except HQ capacity.  Making ground units more expensive is not a solution, mainly because the problem doesn't exist really, apples versus oranges.
Good point re. apples and oranges.
That said, I argue for an increase in ground unit cost and maintenance for the following reasons:
1. It is currently extremely low in absolute terms.
2. Fighters need to be more cost-effective compared to ground units, and just making fighters cheaper would open up a new can of worms.
3. I also propose that fielded units auto-upgrade - although I agree with you that this should be optional - and this should come with a price tag.

Quote
2.  Commander required rank and HQ size is directly related and thus far uneditable.  This should be pointed out more clearly.  This ties in with Commander Bonuses, they should apply 100% up to the rank HQ rating including all sub-formations, dropping off to 25% for sub-formations if the sub-unit HQ is destroyed or ALL units if HQ capacity is exceeded.  (This allows one to have an Armour Division commander containing Mechanized Infantry Brigades/Battalions/Companies.
I could roll with this. Consider, however, a deeply-nested force: Are you certain we want to allow leaders to provide their whole bonuses to all subordinate formations? If we set up, say, corps commanding divisions, commanding brigades, commanding battalions, bonuses would add up substantially! A game with this ruleset would effectively require deep hierarchical nesting, and should be clear that this is the design intent.


Quote
4.  Light Bombardment does not require to be supporting an unit, it merely requires being in a Support position on the field.
Sadly, I discovered that, in battle, my light bombardment formation in a Support position did not fire unless I explicitly assigned a formation for it to support. Note that this was in v1.8 (I think), so I'm not posting a bug report until I see this happen in the then-current version.

Quote
5.  Ground units upgrading over time should be a checkbox if implemented.  Upkeep should be reduced for non-upgraded units (upkeep modifier=built tech level/current tech level)
Options are good. I'll argue for upgrading being the default option because, so I propose, we don't want to play a game where our garrisons and armies wither unless we take special actions. We should explicitly state that we accept that this will happen, in exchange for saving the upgrading expense.

Quote
6.  COPY/PASTE or Text Import is direly needed.  Both for formation creation, but even more so for OOB.  So tedious to make identical/modular multi-tiered formations every single time.
I like this. Setting up formations and hierarchies can indeed get tedious and aids along these lines would be much appreciated.



Tremendous analysis and critique.
As a player who has been happily playing in space, more than a little afraid to wade into the intricacies of GU design and use, thank you very, very much for taking the time to write your ideas so clearly.

I have just a couple minor observations.

Quote
Proposal: Move production to the Ground forces interface, Order of Battle tab.

I'm not keen on moving GU production out of the economics window, because then it would be the only production effort not available in the econ window.
However, maybe it would be useful to add some information in the GF interface about current production and available production capacity at each colony.
Then you wouldn't have to switch windows to see what you had queued up, which I suspect is mainly what you are after.
I can roll with this. Anything that reduces the informational split-up is good.

Quote
Quote
I propose that...an [overruning] formation with remaining shots attacks other formations, repeating the same selection randomization as previously, until its shots are used up.

Would smaller formations then have any relative advantage over larger formations? Wouldn't this greatly incentivize us to always make the largest feasible formations?
What if we restate is like this: each time a formation overruns another in a round, some portion of its remaining shots are "wasted", and it gets to use the rest against a new target.
The precise size of the "wasted" portion is a question of balance.
At present, the size is effectively 100% of remaining shots. You are proposing it be changed to 0%.
Perhaps there is a satisfying answer somewhere between the two?
Maybe it should vary by the size imbalance between attacker and defender; an enormous attacker overrunning a tiny defender probably wastes more shots than an attacker overrunning a slightly smaller defender.
The text you quote was not entirely clear that it referred to formations BEFORE the overrun phase is calculated. The next section (just below the quoted text covers formations during the overrun phase. To repeat: In the quote here, remove "[overruning]".
In both cases, however, the request is the same: For shots to never be wasted due to formation size mismatches, and for formations of whatever size to get all eligible shots against formations of whatever size, as long as any legal targets remain.




Ground forces do not automatically upgrade. Once built, they slowly become obsolescent. Given the time required to set up elements, research elements, and set up formations, I agree with other players in proposing that this is the single biggest issue with ground forces at present.
Proposal: Ground forces should automatically upgrade over time.

No they shouldn't.  While I am all in agreement that a button to 'copy this unit / formation template but with the newest, best tech' would be a wonderful thing to have, I am strongly opposed to ground troops magically getting better equipment.  New gear should cost time & money & minerals.  A 'rebuild this unit with the latest tech while keeping its experience' option for GFTFs would be great, but it still needs to cost.
On several of the points under discussion here, it may happen that the two of us may simply have to "agree to disagree".
That said, there may be some misunderstandings at work that can be cleared up, and there may be some useful things to consider about what the game design seems to want, but not be quite achieving.

On the first point:
It is nowhere suggested in this thread, by any person posting thus far, that unit upgrades ought to happen either for free or instantaneously. The opening post, indeed, explicitly requests an increase in cost.

On the second point:
The new combat system in Aurora, as much as any such system I've seen in a 4X space game, wants to let you build and field highly customizable units. These take a fair bit of thought to design, and a time also to make, research, build, organize, and command. The unusual power Aurora provides, and the unusual amount of effort it requires, combine to cause us, the players, to really get attached to the formations we field. We sweated over them!

The game then trips over its own magnificant design in the following ways:
1. The formations we grow attached to become obsolete as technology advances. Training, medals, battle honors - all become worthless because soldiers can't get new plasguns.
2. The effort we place into design, research, organization? It has to be repeated every time technology advances sufficiently. It was a lot of work the first time, thank you very much!
3. Formations cannot be retrained and reequipped for new challenges.
4. Losses in battle have to be manually replaced, a very time-consuming process. If you, like me, have an interest in Tables of Equipment and Organization, or just want to keep our forces effective, we either have to spend a lot of time click-dragging elements and typing in numbers. Or replace from stratch.


Quote
1. Infantry genetic enhancement is more costly compared to its benefits than are most other options (fielding more men, up-armouring, using a different unit type). Space marines, however, might well consider getting cuddly with the geneticists.

Yes, because only infantry can carry out boarding comabt, and the vast majority of ships are not going to have their own troops for repelling boarders.  Genetic Enhancement is priced based on its effectiveness for such situations.
Permit me to condense a few of the points made in the initial post and apply them directly to the cost-effectiveness of genetic enhancement versus other options.

Genetic enhancement multiplies HPs. Adding armour multiplies armour. The former is more expensive than the latter. For this higher cost, we ordinarily expect a higher return. The problem with this is that HPs are less valuable against more weapons than is armour. Bombardment and fighter pods both do more Damage than they have Penetration. On the other side of the ledger (more Pen than Dam), the game only provides autocannon, and autocannon are relatively large and expensive.

Now, consider a fight on board a ship. We and the enemy only have infantry. We have the option to add genetic mods. They, however,  have the option to mix in light bombardment infantry (more Dam than Pen).

Hence the comments in the OP: If we pay more, we should not be getting less.


Quote
1. A formation with remaining shots attacks other formations, repeating the same selection randomization as previously, until its shots are used up. Any formation may be attacked by any number of formations in this way, but both large and small formations get to use all of their eligible shots exactly once, and therefore have equal effectiveness.

So if my indigenous guerilla infantry are spread around the world in penny-packets and tiny garrisons one giant tank formation can somehow machine-gun them all in an afternoon?  No.

I haven't seen the breakthrough mechanic in action enough yet to know how I feel about it, but it certainly sounds like you're suggesting we punish the empire that makes the smaller formations.
There is a misunderstanding working here. The request being made here is for the size of said hypothetical tank formation to neither add nor deduct effective shots. If the tank unit has a small size and you have several of them, or whether you've combined the same number of units into one formation, needs to matter a lot less than it does now. That's the problem under discussion here.

To review the request made re. this point (with some edits and highlighting):
There are two requests being made here. Firstly, that all units get to use all (or the same proportion of) eligible shots, regardless of size relative to the enemy's formations. Secondly, that the overrun rules not favor formations that are particuarly large or small compared to the enemy.
Quote from: OP
1. During the main battle phase, a formation with remaining shots attacks other formations, repeating the same selection randomization as previously, until its shots are used up. Any formation may be attacked by any number of formations in this way, but both large and small formations get to use all of their eligible shots exactly once, and therefore have equal effectiveness.
2. Overrun occurrence is calculated entirely based on defending formation integrity and cohesion. The choice of formation to conduct the overrun is made based on the number of kills it made on the beaten defender. If this formation is less than two-thirds the size of the defender (possible in the event of greatly mis-matched formation sizes), then pick additional attacking formations, in descending order of the kills they made, until the defender's size is matched. If the formation is larger than the defender, then it may only overrun if it passes a check against defender size / attacker size. Why? You can't squeeze a Soviet Tank Army through a space of a single battalion - you need to clear a bigger gap than that.
Title: Re: A review and critique of ground forces in version 1.93
Post by: Omnivore on May 02, 2020, 08:01:13 PM
It would be nice if there was something for ground units like the 'use components' and refit options for ships. 

I propose a new status for ground units - retraining and reconstitution.  Ground units could only be placed in this state when at a colony with a ground force construction complex and could not be moved afterwards.  New formations trained at that complex would then use up the R&R units but reducing the cost and carrying over some percentage of hard earned experience.

This would retain the flavor of ad-hoc and underweight field formations during wartime but give some needed relief from the tedium of reconstituting units as well as allowing a form of unit upgrading. 

Hope this helps
Title: Re: A review and critique of ground forces in version 1.93
Post by: Father Tim on May 03, 2020, 12:48:11 AM
Ground forces do not automatically upgrade.

Ships do not automatically upgrade.

On the first point:
It is nowhere suggested in this thread, by any person posting thus far, that unit upgrades ought to happen either for free or instantaneously. The opening post, indeed, explicitly requests an increase in cost.

Your use of the word "automatically" suggested to me that they should be free, instantaneous, or both.

3. Formations cannot be retrained and reequipped for new challenges.

Yes, a system to upgrade existing units with new (higher-tech) equipment would be nice.  It is also, as I understand it, already on "the list" so we might see it by September.

I am less sure about adding new capabilities (for example, Jungle training) to an existing unit, but I am confident that if Steve chooses to do so he'll find a reasonable cost-benefit formula.

4. Losses in battle have to be manually replaced, a very time-consuming process. If you, like me, have an interest in Tables of Equipment and Organization, or just want to keep our forces effective, we either have to spend a lot of time click-dragging elements and typing in numbers. Or replace from stratch.

Which is 'realistic' (as much as I hate that justification) and -- to me -- perfectly reasonable.  The 'perfect' battalion might have 600 men, but in combat no formation has ever managed to stay perfectly aligned to its TO&E.  Casualties happen, and replacements are irregular and not always availble.

If you "want to keep forces effective" then combine them into ad-hoc task forces under the available command.  Otherwise, the "Rebuild to Template" button that is also "on the List" (for September? maybe?) will see to your needs.

Permit me to condense a few of the points made in the initial post and apply them directly to the cost-effectiveness of genetic enhancement versus other options.
. . .
Hence the comments in the OP: If we pay more, we should not be getting less.

Sure we should.  Again, see Plasma Carronades.  Some technologies are simply better than others and that's fine.  If we use the perfect formula to exactly balance the expected survivability of +1 (HP or armour) to the cost of said increase, we have largely removed the difference between HP and armour.

Aurora is not a game about paying the exact right amount for everything.

There is a misunderstanding working here. The request being made here is for the size of said hypothetical tank formation to neither add nor deduct effective shots. . .

There are two requests being made here:

Firstly, that all units get to use all (or the same proportion of) eligible shots, regardless of size relative to the enemy's formations.

Secondly, that the overrun rules not favor formations that are particuarly large or small compared to the enemy.

In other words, you want it to not matter whether one builds a super battleship with forty lasers, or four heavy cruisers each with ten lasers.  I think 'size of formation' is an important design decision with real consequences.


- - - - -

In summary, yes there are many UI and QoL improvements that could be made to the interface to make design, creation, upkeep and upgrade of ground units easier.  Some of which have already been 'promised' for future releases.

But it is far too early to start advocating for significant (or even, in most cases, insignificant) changes to ground combat mechanics.
Title: Re: A review and critique of ground forces in version 1.93
Post by: Gyrfalcon on May 03, 2020, 01:16:54 AM
Ground forces do not automatically upgrade.

Ships do not automatically upgrade.

On the first point:
It is nowhere suggested in this thread, by any person posting thus far, that unit upgrades ought to happen either for free or instantaneously. The opening post, indeed, explicitly requests an increase in cost.

Your use of the word "automatically" suggested to me that they should be free, instantaneous, or both.

Units receive updated equipment automatically in Hearts of Iron IV. This is neither free nor instant. What it does do is save the player a huge amount of tedious, pointless micromanagement.

That sort of system is what I, as well as several others would like to see in some form.
Title: Re: A review and critique of ground forces in version 1.93
Post by: serger on May 03, 2020, 02:36:03 AM
Now, consider a fight on board a ship. We and the enemy only have infantry. We have the option to add genetic mods. They, however,  have the option to mix in light bombardment infantry (more Dam than Pen).

Are bombardment elements can be used during board combat?

Steve Walmsley:
"This is very similar in principle to ground combat, albeit without support artillery, aircraft, etc. and with no concept of front-live vs rear."

Title: Re: A review and critique of ground forces in version 1.93
Post by: Scorchicus on May 03, 2020, 03:51:53 AM
On fighters: There are 2 efficient pod sizes at present: Size 14 autocannons, and size 96 AA.

The autocannons have a great (2ap, 2dam, 3 shot) spread, and while they're more expensive than mounting equivalent damage on a ground unit, they're also mostly untargetable.  Great at killing infantry and light vehicles, especially since those unit types can't mount heavy AA.

The size 96 AA pod kills Ultra-Heavies at a rate of 1/round at equal tech.  This is far better than any other option, making them one of the best defensive units at present.  Mix them with entrenched Heavy Static HCAP/HAV and lots of infantry, and you have a really tough nut to crack.

This makes fighters really, really specialised.  Either they strafe the hell out of light units, or blow up the heaviest units in the game.  They have absolutely no place fighting Static/Medium/Heavy/Super-Heavy vehicles because you can't make an efficient damage spread.  On that note, the bombardment pod is almost useless.  The pen is too bad to be usable against medium and up, and the autocannon wipes the floor with it in light ground attack.

However, I do think that AA is very powerful at present.  Once weapon tech goes up a little, AA does absolutely silly amounts of damage to fighters, and while they might miss, this is a non-issue for MAA/HAA, which can be effectively massed.  There should be an option for fighters to take an efficiency hit to avoid enemy AA elements if possible, with the penalty increasing depending on how muich AA the enemy has, just like how they currently have flak suppression to fight AA directly.  On that note, MAA/HAA mounted on static/medium/heavy/super-heavy has no counter, since fighters can't mount weapons to efficiently kill them.
Title: Re: A review and critique of ground forces in version 1.93
Post by: Polestar on May 03, 2020, 07:18:07 PM
I am still novice and have played with ground units only little. I still would like to throw this out here: Is "Ground Combat Command" stat necessary as a mechanic?

With ships the idea is that low rank commanders command ships while higher ranked ones provide bonuses to many ships through naval admins. There is no stat for how many ships a naval admin commander (or fleet commander) can give bonus to and I feel it is good as such. It simplifies the game as you can rely on the idea that two commanders of same rank can do exactly same things (with different bonuses ofc).
I am certainly open to that simplification. I wasn't too keen on my proposal (above), anyway.

Yeah, I think sometimes you just need to cut out the crap and let the overall design - which, IMHO, is great - shine without the distraction.


It would be nice if there was something for ground units like the 'use components' and refit options for ships. 

I propose a new status for ground units - retraining and reconstitution.  Ground units could only be placed in this state when at a colony with a ground force construction complex and could not be moved afterwards.  New formations trained at that complex would then use up the R&R units but reducing the cost and carrying over some percentage of hard earned experience.

This would retain the flavor of ad-hoc and underweight field formations during wartime but give some needed relief from the tedium of reconstituting units as well as allowing a form of unit upgrading. 

Hope this helps
I agree with most of this. I had to think a little, and get over an initial worry about micromanaging all those units shuttling between battlefields and refit sites, but I'm cool with the big-picture idea.

I would propose one change though: Let units be hauled back to Ground Force Construction Complexes (GFCCs) and be placed in refit, as suggested. However, perhaps instead have these units use up one GFCC per formation, take time and cost to refit, and come out with the TOE given in their formation template(s)? Rather than building a new unit. I also propose that adding and subtracting most special Capabilities (genetic enhancement being an exception) also be possible through this mechanic.


Now, consider a fight on board a ship. We and the enemy only have infantry. We have the option to add genetic mods. They, however,  have the option to mix in light bombardment infantry (more Dam than Pen).

Are bombardment elements can be used during board combat?

Steve Walmsley:
"This is very similar in principle to ground combat, albeit without support artillery, aircraft, etc. and with no concept of front-live vs rear."
Yeah, might be a good call there. I was working off Steve's "infantry only" statement. But I haven't gotten around to testing this. First one of us who gets the chance, please share the results!

Title: Re: A review and critique of ground forces in version 1.93
Post by: Vasious on May 04, 2020, 03:33:35 AM
I'd be happy with

1) Being able to have Train entire formations

So if I have set up

Division A

I can go to Ground Forces Construction and select a Copy Division A with a check box to include all sub elements

And build a whole new division in one order rather than 17 separate ones.

2) A Refit with updated Equipment order would be capital, especially with a check box to include all sub elements


I do agree with Father Tim than many small elements could represent spread out forces that cannot be attacked by overflow of shots by one Mega Element, possible as guerrillas which bog down regular forces longer than paper numbers would suggest.

I do have difficulty with same tier support units supporting but could be me failing with the UI

SO

HQ
INF
INf
INf
Artillery

and have the Artillery support the infantry
Title: Re: A review and critique of ground forces in version 1.93
Post by: kenlon on May 04, 2020, 10:37:24 AM
One thing I've noticed after reading and rereading Steve's Ground Unit posts is that using medium AA batteries is, well, a bit wonky. 

From here:
Quote
Once all direct combat, bombardment support and ground support fire has been resolved, but before damage is allocated, all AA units will be checked to see if they can fire on hostile aircraft, using the following rules:

1) All AA units in a formation that was directly attacked by aircraft will each select a random aircraft from those that attacked that formation.
2) Medium or Heavy AA units in a formation that was not directly attacked by aircraft but is the direct parent of a formation that was attacked will each select a random aircraft from those that are attacking the subordinate formations. *
3) Heavy AA units that are not included in the two categories above will fire on a random hostile aircraft, including those on CAP that are not directly engaged in attacking ground units.

So this means that the only way to get Medium AA to cover a unit is to embed it natively in the command formation, you can't attach them with support orders and have them work.  Preferably, I would like for AA units set to Support the command formation to work like elements of that formation, but even being able to attach batteries to my individual front line battalions would be nice.

As it stands, I look to be best off just using lots of Heavy AA at the regimental level to cover all my antiair, rather than using more focused sets of medium AA.

In general, some revision so that bombardment/AA units behave in a more unified fashion under the support rules would be nice. 
Something like this:

It's not perfect, and I would welcome ideas, but the core of the idea is that you can either focus your support elements on your frontline units, supporting a breakthrough attempt heavily, for example, or you can attach them at the command level and get coverage of all your units at the price of not being able to focus against a single target as well.

And to wander off to another topic, I think Polestar gets close to what would be the ideal logistics overhaul, but not quite.
Quote from: Polestar link=topic=11205. msg129914#msg129914 date=1588414918
I would prefer it if the game:
a) at least made mobile supplies less costly compared to infantry supplies and ideally removed the distinction altogether,
b) had units use their own supplies by preference, auto-replenishing from other sources if available,
c) allowed this to happen from any mobile supply on the battlefield, with hierarchy acting only as a preference, and most importantly,
d) showed rounds (or days) of supply remaining in the Order of Battle view

I'd revise these to something like this:

Being able to pay to refit/upgrade elements over time, as well as having the option to either refill to a template from another formation, or to put a formation back into a Training Center to replace losses, is a must. 
If Steve is against letting elements be upgraded, for some reason, then the element names should have a tag added over time showing how obsolete they are (how many tech levels behind, basically).  You could make some argument for allowing the construction/use of obsolete units if they were to get cheaper over time, gaining a cost reduction in proportion to how much they lag your current units, but I'm really unenthused by the idea.

Quote from: Father Tim link=topic=11205. msg130019#msg130019 date=1588430904
That's fine.   Plasma Carronades are a waste of resources too --  it is not necessary (or even desirable) that everything in the game is perfectly balanced against everything else.

This sort of argument makes for bad game design, and it's unrealistic, too.  No one uses bolt-action rifles as infantry small-arms anymore.  Why? Because they are a waste compared to automatics.  And no one builds BBs anymore either - because they are useless in an age of carriers and ASMs. 
Things should be roughly balanced against each other, not having some things as traps to catch people who don't know they're useless.  Plasma Carronades should have some place that they are very good, other than in generating lots of PPV for civvies who don't know they suck. 
Perhaps a change to make them good against shields, given that shields are much better in C# would give them a role?
Title: Re: A review and critique of ground forces in version 1.93
Post by: kks on May 04, 2020, 04:54:35 PM
This sort of argument makes for bad game design, and it's unrealistic, too.  No one uses bolt-action rifles as infantry small-arms anymore.  Why? Because they are a waste compared to automatics.  And no one builds BBs anymore either - because they are useless in an age of carriers and ASMs. 
Things should be roughly balanced against each other, not having some things as traps to catch people who don't know they're useless.  Plasma Carronades should have some place that they are very good, other than in generating lots of PPV for civvies who don't know they suck. 
Perhaps a change to make them good against shields, given that shields are much better in C# would give them a role?

I don't think this is how things in this "game" should be designed. The very nature of Aurora imho is not to give an balanced, well rounded gameplay for the player to jump in (like many usual computer games; e.g. Civ) but to give the opportunity to create an empire/story/game according to ones preference and ideas. As such it does not need to be well balanced or have an usage for each weapons, in my opinion.

That said, I would like to see more flexibility like the MAA you mentioned (also having them in attached formations).

Concerning your ideas for bombardment weapons, I don't understand what the difference to the current system would be. If you have them supporting a formation it does exactly what you describe, I think.
The only thing you seem to want to change is that you don't have to say a MB/HB battery which subordinate to support?
Or do you want to have the units in the same formation?



I do have difficulty with same tier support units supporting but could be me failing with the UI

SO

HQ
INF
INf
INf
Artillery

and have the Artillery support the infantry

I suspect this to be a bug, but somebody said that the HQ capacity of the Arty has to be larger or at least the same than the HQ of the Inf.


Concerning the small vs big discussion I would be in favour of some "You attack, I shoot back"-mechanism. That would also give some sense for securing forces(infantry guards, ...) for formations in Rear/Support Areas.
Title: Re: A review and critique of ground forces in version 1.93
Post by: Vasious on May 04, 2020, 05:11:25 PM

Are bombardment elements can be used during board combat?

Yeah, might be a good call there. I was working off Steve's "infantry only" statement. But I haven't gotten around to testing this. First one of us who gets the chance, please share the results!

Yes, can confirm ANY Infantry can be used in Boarding Combat.
Title: Re: A review and critique of ground forces in version 1.93
Post by: kenlon on May 04, 2020, 05:33:08 PM
Quote from: kks link=topic=11205.  msg130803#msg130803 date=1588629275
I don't think this is how things in this "game" should be designed.   The very nature of Aurora imho is not to give an balanced, well rounded gameplay for the player to jump in (like many usual computer games; e.  g.   Civ) but to give the opportunity to create an empire/story/game according to ones preference and ideas.   As such it does not need to be well balanced or have an usage for each weapons, in my opinion. 

It doesn't have to be a broad usage - but it needs to have something that it does well.   Trap options are missed opportunities to make the game more interesting. 
Make plasma much cheaper in TN materials/BP than other weapons of equal damage numbers, if you want to lean in on plasma being a low-tech option. 
Give it a damage over time effect as the plasma eats further into armor. 
Make it extra good at smashing targets coming in from a jump.   
Do something with it that isn't "We trained him wrong, as a joke", you know? (Apologies to Kung Pow.   ;D )

EDIT: I was thinking further on this - Carronades share the same damage shape as missiles.  A niche for them could be to make them the best beam weapon for planetary bombardment, since they splat energy out over a large area.  .  . 

Quote
Concerning your ideas for bombardment weapons, I don't understand what the difference to the current system would be.   If you have them supporting a formation it does exactly what you describe, I think. 
The only thing you seem to want to change is that you don't have to say a MB/HB battery which subordinate to support?
Or do you want to have the units in the same formation?

It has more to do with the way that the bombardment units choose targets.   Artillery attached to a parent unit could hit any enemy engaging a subordinate of that parent.   Artillery supporting a front line unit directly would have their scope narrowed down to concentrate fire on whoever that particular front line unit is engaging. 

This would behave like the AA rework I suggested - supporting a command unit gives cover to all of it's subordinates, supporting a front-line unit focuses it on the front line.   And unifying these behaviors would make things more interesting in terms of design. 
Title: Re: A review and critique of ground forces in version 1.93
Post by: Polestar on May 04, 2020, 10:01:59 PM
Re. the "small vs. big" discussion:

In the context of Aurora game design, I cannot agree with any arguments based on many guerrilla forces tying down a single large formation, for two reasons:
1. Aurora does not simulate the additional training or personal ability required to coordinate the actions of many separate units. There is no concept of a "span of control" (how many formations can be directly commanded by any HQ) or of unit coordination between formations. The first is infinite. The second is either perfect or non-existent.
2. Aurora imposes no costs or limits on making many small formations. I can, for example, quite innocently set up squads - with no thought of abusing any game mechanic - only to get bonuses I never asked for because unified formations are supposed to have only one leader and can only take one (sometimes two) action(s)/round!

Aurora is all about game flexibility. The current system governing formation size does indeed give players flexibility in unit design,, but at the cost of some important gotchas and "you win" (or "you lose") buttons that pop up only in battle. This reduces effective flexibility, and works against Aurora's own genius.

Any game design must know its own limitations - and either a) strive to alleviate them, or else b) guide player game choices to accommodate them. A game doesn't have to do the first. No game can always accomplish the first. But an organized game design, one that knows its own self well, will at least deliver on the second.

It is the purpose of this review and critique to be of some assistance towards either of these two goals.





On fighters: There are 2 efficient pod sizes at present: Size 14 autocannons, and size 96 AA.

The autocannons have a great (2ap, 2dam, 3 shot) spread, and while they're more expensive than mounting equivalent damage on a ground unit, they're also mostly untargetable.  Great at killing infantry and light vehicles, especially since those unit types can't mount heavy AA.
Good points, but bear in mind that heavy AA from anywhere (and medium if correctly placed in a hierarchy) can always fire back. No need for units, or even entire formations, to have any native AA at all.

Quote
The size 96 AA pod kills Ultra-Heavies at a rate of 1/round at equal tech.  This is far better than any other option, making them one of the best defensive units at present.  Mix them with entrenched Heavy Static HCAP/HAV and lots of infantry, and you have a really tough nut to crack.
I'm still concerned about the enemy bringing in even just a few heavy AA. That huge pod is indeed just as powerful as you point out, but it only gets one shot/round, and has semi-random targeting. Most attacks will target some hapless cannon fodder somewhere for massive overkill. Heavy AA, on the other hand, labours under no such difficulty.

Quote
This makes fighters really, really specialised.  Either they strafe the hell out of light units, or blow up the heaviest units in the game.  They have absolutely no place fighting Static/Medium/Heavy/Super-Heavy vehicles because you can't make an efficient damage spread.  On that note, the bombardment pod is almost useless.  The pen is too bad to be usable against medium and up, and the autocannon wipes the floor with it in light ground attack.
Agreed. But this agreement is subject to the worry of "how many shots is even the best optimized fighter likely to survive to make, given anything like equal resources?"


I'd be happy with

1) Being able to have Train entire formations [ed: hierarchies of formations]
Yes, being able to treat hierarchies of formations, as described here, as trainable units, as formations currently are, would be dandy.


One thing I've noticed after reading and rereading Steve's Ground Unit posts is that using medium AA batteries is, well, a bit wonky. 
Yeah, heavy AA isn't just more cost-effective, it's also flat-out more convenient. You never have to wonder whether it will fire [but check this].


[Can infantry-type bombardment elements be used in boarding combat]
Yes, can confirm ANY Infantry can be used in Boarding Combat.
I want my Space Marines to have guns big enough to take a bath in, and it looks like Christmas has come early.
(with apologies to Howard Tayler's Schlock Mercenary)


Re. Carronades:

I like carronades. I think carronades are cost-effective. [Ed: We have confirmation of terminal crazy here.]

No, seriously. Carronades are cheaper to research. By a lot. Plus, you don't have to research such expensive, long-range beam fire controls - more savings you can devote elsewhere. Going with a meson, microwave, boarding, and/or missile-heavy force and you want big, shield- and armour-busting bang for cheap? Go carronades. Plus get better ground force weapons for less. I should totally ham it up and advertise carronades on TV.

Carronades are all about alpha strike. Sure, they do just as much damage/turn at close range as do lasers, but for the cost, the tonnage, the crew, and the tech level, they get a bigger boom in on the first shot.

Carronades are, obviously, not the meta. Missiles are the meta. But carronades have their place and I love them like I love Half-Troll Warriors.
Title: Re: A review and critique of ground forces in version 1.93
Post by: Ehndras on May 04, 2020, 11:59:56 PM
<Reserved - Work In Progress> PTW - suggestions welcome!

Currently testing ground units using approximate real-world US Army & Marine unit composition and element designations, with organizational management analogs for platoon/company/battalion/regiment/division.


(Realism limited by mechanics and OCD: rounded to 50/250/1,000/5,000/20,000, and things like signal/recon grouped into FFD.)

Basic elements are Infantry (Planetary), Marine (Space), Motorized (Light), Mechanized (Med), Armored (Heavy), Air (Fighters), and Static emplacements.

These include bunkers, mobile command centers, IFV's, artillery, STO, AA/STA, and other fun bits. [Not sure how best to classify static autocannons. Suggestions welcome.]

PC empire = United American Alliance formed from the multi-national populations and (limited) industry that survived WWIII. Population 200 Mil (1/5 of N. & S. America's combined pop.)


--- United American Space Marines ---


(Assume each team leader has an LMG with 3 Riflemen - others guard the craft, panic, or masturbate, often simultaneously.)


UAMC Space Marine Company (Small boarding party) = Size 248 - 2 Marine Lieutenants (HQ 250; 2 for redundancy); 10 Marine Machine Gunners (CAP); 36 Marine Riflemen (LPW).


[Other unit types seriously constrained by element size mechanics so I've gone minimal to preserve some sense of realism.]


--- United American Armed Forces ---


[WIP: The following include notes on real-world compositions. Finding the best ratio that fits with in-game size mechanics is a frustratingly-ongoing process. Help is welcome.]


(Riflemen split into LPW-Guardsmen and PW-Reservists. PWI-Marksmen grouped with L/MG, mortar, RPG, SAM as heavy/support units for the sake of my sanity. Just pretend PWI = DMR. Steve?)

Forward Operating Base (FOB - Division HQ+) = Up to heavy/super-heavy support elements, STO, static command bunker, long-distance bombardment, & all command tiers.

Fire Support Base (FSB - Regiment HQ) = Light/Medium static & mobile artillery/AA, signal/recon (FFD), mixed infantry, miscellaneous support & lower command tiers.

Infantry Company = Real-world standard is 150/50 riflemen to heavy weapon/maneuver support. [Extrapolate from 3-1 ratio or try division by platoon and upscale?]

Mechanized Infantry = 150 mixed infantry + 4 IFV's (motorized/mechanized element) + 2 IFV command elements (light/med mobile HQ)

Armored Company = 14 tanks (2 armored command elements + 3 tank platoons with 4 tanks each)


More to come.
Title: Re: A review and critique of ground forces in version 1.93
Post by: Polestar on May 05, 2020, 10:44:56 PM
Ehndras,

May I suggest that your post will get better visibility as a separate thread in the "C# Bureau of Design" forum?
Title: Re: A review and critique of ground forces in version 1.93
Post by: plasticpanzers on May 05, 2020, 11:41:36 PM
Automatic upgrade does not mean instant.   If you 'click' a box to upgrade to most recent equipment then the unit must
spend time turning in old equipment and receiving new equipment and training on it.  It should have a temp malus
against its combat capacity and morale.

If you really want to make a player work to upgrade then require them to be returned to a planet with ground unit
construction capability and put it a construction 'slot' with upgrade time and costs.  Then the player has to wait for the
upgrade to be finished.
Title: Re: A review and critique of ground forces in version 1.93
Post by: Ehndras on May 06, 2020, 12:29:16 AM
Ehndras,

May I suggest that your post will get better visibility as a separate thread in the "C# Bureau of Design" forum?

Good idea, I'll link to this post so I remember it exists, mainly why I posted here in the first place. :)
Title: Re: A review and critique of ground forces in version 1.93
Post by: Jorgen_CAB on May 06, 2020, 04:17:27 AM
Re. the "small vs. big" discussion:

In the context of Aurora game design, I cannot agree with any arguments based on many guerrilla forces tying down a single large formation, for two reasons:
1. Aurora does not simulate the additional training or personal ability required to coordinate the actions of many separate units. There is no concept of a "span of control" (how many formations can be directly commanded by any HQ) or of unit coordination between formations. The first is infinite. The second is either perfect or non-existent.
2. Aurora imposes no costs or limits on making many small formations. I can, for example, quite innocently set up squads - with no thought of abusing any game mechanic - only to get bonuses I never asked for because unified formations are supposed to have only one leader and can only take one (sometimes two) action(s)/round!

Aurora is all about game flexibility. The current system governing formation size does indeed give players flexibility in unit design,, but at the cost of some important gotchas and "you win" (or "you lose") buttons that pop up only in battle. This reduces effective flexibility, and works against Aurora's own genius.

Any game design must know its own limitations - and either a) strive to alleviate them, or else b) guide player game choices to accommodate them. A game doesn't have to do the first. No game can always accomplish the first. But an organized game design, one that knows its own self well, will at least deliver on the second.

It is the purpose of this review and critique to be of some assistance towards either of these two goals.

We are likely to see a development of the ground based combat model over time. If you follow the current combat mechanic it can be abused against the NPR in several ways.

The fact that units can engage in pretty much infinite numbers against any opposing numbers means that you usually get an exact mathematical curve following "Lancaster square law" of probability of outcome. That means even fights will almost never ever happen... in real life stalemates in wars are actually quite common and to win a war you usually need a considerable advantage in same way as it is way more resource costly to attack than defend no matter what. I'm not just talking about military might here as in real life population can and will resist using more paramilitary tactics if they are not swayed by the philosophical superiority of the winning side.

There could be a diplomatic component to combat which show the populations willingness to resist and help defending forces, diplomacy and other ratings such as xenophobia can be part of the picture as well.

You also have, as you pointed out, control over forces and engagement efficiency. It is much more complicated to wield a large force than a small one and there are limitation to how much forces can interact in a single time unit. The more forces that are involved in the fight the less forces should engage on both sides every time unit. The simplest would be to give the sides penalties to their to-hit rates based on the size of the forces. You probably could find some good formula and then tie it in with the terrain of the planets. A barren planet probably would allow more forces to fight than a jungle planet (this is sort of already factored in but not based in size of the formations). There also need to be a relation between the forces sizes as well as you can't really attack with 1000 men against 10 men at the same time, it works the same for larger formations too.

The mechanic currently have no sense of attack or defence between forces unless you assault a planet where the enemy is already entrenched and you choose not to wait until you also are fortified (which is kind of an abnormality and could be considered abuse).

There are many QoL changes that I see will need to come as well and which are more important than any mechanic changes to be honest. Having to manually upgrade, replace and micromanage troops will become a nightmare after a while. You have to constantly upgrade all troops everywhere and that will become tedious very fast. I don't mind loosing morale with changing troops, that is sort of abstraction of retraining troops using new equipment.
Title: Re: A review and critique of ground forces in version 1.93
Post by: Jorgen_CAB on May 06, 2020, 04:40:08 AM
Oh... I forgot to comment on the big vs small formations...

To be honest I don't like how this work... the game should force us to build formations around certain limits... even if those size limits can be set as a game option.

I don't like the META gaming of big vs small as in I have many very tiny and you have large formations so I win as you waste you large formations shots at my tiny formation... or I use formations twice to three times yours and win as I get much more breakthroughs and don't waste fire-power.

That kind of strategy and game mechanic "abuse" is not fun as it makes no reals sense from a RP or real life perspective. All military organisations are broken down into a hierarchy that are very similar for a reason from fire-teams to cores and armies.

I think that it would be good if the game somehow penalised complicated formations but also forced us to use them if we want large formations to fight effectively at all.
Title: Re: A review and critique of ground forces in version 1.93
Post by: Father Tim on May 06, 2020, 05:16:39 AM
Oh... I forgot to comment on the big vs small formations...

To be honest I don't like how this work... the game should force us to build formations around certain limits... even if those size limits can be set as a game option.

No it shouldn't.  Such limits are clearly an empire- (or possibly species-) based decision, and whether or not I use "big battalions" should not effect whether the Swarm does.

I don't like the META gaming of big vs small as in I have many very tiny and you have large formations so I win as you waste you large formations shots at my tiny formation... or I use formations twice to three times yours and win as I get much more breakthroughs and don't waste fire-power.

That kind of strategy and game mechanic "abuse" is not fun as it makes no reals sense from a RP or real life perspective. All military organisations are broken down into a hierarchy that are very similar for a reason from fire-teams to cores and armies.

Then don't abuse it.  We already have the breakthrough mechanic, it's perfectly reasonable to expect it to be extended to 'repeat until no breakthrough is achieved.'  We also have the '0 HTK systems are destroyed and roll again on the DAC' mechanic; it would be self-consistent for ground combat to do a similar thing.

Though I once again reject your definition of realism.  The English at Agincort didn't have fire teams and corps and armies.  Planetary BOLOs don't have squads.  Berserkers don't have junior officers and NCOs.  Heinlein's bugs don't form regiments.  What sort of heirarchy -- if any -- used by an empire is entirely a roleplaying decision.

I think that it would be good if the game somehow penalised complicated formations but also forced us to use them if we want large formations to fight effectively at all.

I don't.  That sounds like the worst of all options.
Title: Re: A review and critique of ground forces in version 1.93
Post by: Jorgen_CAB on May 06, 2020, 05:29:04 AM
Oh... I forgot to comment on the big vs small formations...

To be honest I don't like how this work... the game should force us to build formations around certain limits... even if those size limits can be set as a game option.

No it shouldn't.  Such limits are clearly an empire- (or possibly species-) based decision, and whether or not I use "big battalions" should not effect whether the Swarm does.

I don't like the META gaming of big vs small as in I have many very tiny and you have large formations so I win as you waste you large formations shots at my tiny formation... or I use formations twice to three times yours and win as I get much more breakthroughs and don't waste fire-power.

That kind of strategy and game mechanic "abuse" is not fun as it makes no reals sense from a RP or real life perspective. All military organisations are broken down into a hierarchy that are very similar for a reason from fire-teams to cores and armies.

Then don't abuse it.  We already have the breakthrough mechanic, it's perfectly reasonable to expect it to be extended to 'repeat until no breakthrough is achieved.'  We also have the '0 HTK systems are destroyed and roll again on the DAC' mechanic; it would be self-consistent for ground combat to do a similar thing.

Though I once again reject your definition of realism.  The English at Agincort didn't have fire teams and corps and armies.  Planetary BOLOs don't have squads.  Berserkers don't have junior officers and NCOs.  Heinlein's bugs don't form regiments.  What sort of heirarchy -- if any -- used by an empire is entirely a roleplaying decision.

I think that it would be good if the game somehow penalised complicated formations but also forced us to use them if we want large formations to fight effectively at all.

I don't.  That sounds like the worst of all options.

The limit would make the game easier to balance, it wold not impact RP that much but you would not have to adjust the size based on the enemies formation size so you don't abuse the game mechanics by mistake!
If the NPR build ground units in regiment an I build mine in platoons there is a big game mechanic impact and that is not good.


All armies in all times have used pretty much the same hierarchy for formations, even the English at Agincourt had their troops divided down to squad level formations. Just because armies fought differently have not changed how formations structures look like all that much. Formations and sizes has as much a battlefield use as it is and administrative reasons to it.

What I intend to get across is that it should not impact combat performance in the way it does as it make zero sense to do so.

The larger the force you try to wield the less effective it will become on an individual level, that is just pure fact.
Title: Re: A review and critique of ground forces in version 1.93
Post by: Father Tim on May 06, 2020, 07:38:47 AM
. . .so you don't abuse the game mechanics by mistake!

If the NPR build ground units in regiment an I build mine in platoons there is a big game mechanic impact and that is not good. . .

Then fix that, don't pollute my game with some arbitrary fixed numbers that don't fit.

I finally have the ability to assign twenty marines to my frigate's crew, and you want to take it away again.

Quote from: Jorgen_CAB link=topic=11205.msg131192#msg131192
What I intend to get across is that it should not impact combat performance in the way it does as it make zero sense to do so.


I have yet to see any evidence that it even does so.  No one is posting "I ran a fight of one unit of two thousand infantry against two hundred units of ten infantry each, and here's what happened."  Instead they're assuming that somehow unit size is going to wildly unbalance ground combat -- as if missile design didn't already do the same thing for space combat.
Title: Re: A review and critique of ground forces in version 1.93
Post by: Jorgen_CAB on May 06, 2020, 07:46:27 AM
. . .so you don't abuse the game mechanics by mistake!

If the NPR build ground units in regiment an I build mine in platoons there is a big game mechanic impact and that is not good. . .

Then fix that, don't pollute my game with some arbitrary fixed numbers that don't fit.

I finally have the ability to assign twenty marines to my frigate's crew, and you want to take it away again.

Quote from: Jorgen_CAB link=topic=11205.msg131192#msg131192
What I intend to get across is that it should not impact combat performance in the way it does as it make zero sense to do so.


I have yet to see any evidence that it even does so.  No one is posting "I ran a fight of one unit of two thousand infantry against two hundred units of ten infantry each, and here's what happened."  Instead they're assuming that somehow unit size is going to wildly unbalance ground combat -- as if missile design didn't already do the same thing for space combat.

I don't want to remove the customisation that we have. Just have limitations on how they interact from a mechanical perspective.

And trust me... I have tested it and there is a pretty big difference if you face to equally large armies one using big chunks of regiment size and one using formation in platoon size. It does matter, just try it.

I really like deep and detailed unit structures but I don't want to use them if the NPR I face use very big formations, not sure how the NPR build their armies though.
Title: Re: A review and critique of ground forces in version 1.93
Post by: kenlon on May 06, 2020, 03:18:17 PM
Though I once again reject your definition of realism.  The English at Agincort didn't have fire teams and corps and armies.  Planetary BOLOs don't have squads.  Berserkers don't have junior officers and NCOs.  Heinlein's bugs don't form regiments.  What sort of heirarchy -- if any -- used by an empire is entirely a roleplaying decision.

You've actually hit on why it's important to normalize the interactions between one large formation and many small formations here quite well. At the actual point of conflict, it doesn't matter if one side is organized at the battalion level and the other is a bunch of irregulars.

There are two ways you can handle this:

Pre-C# Aurora took option one, by having all ground units be prebaked. With C#, we have a much more interesting and fiddly(in the best ways) system, and that means we need to make sure that things are set up for option two.

The question becomes, how do you match up who can target who when you have one side organized into large formations and the other side is built out of many smaller ones.
Size? Simple number of elements on each side? Some form of combat width calculation based on unit chassis/weapon type of each element?

The one that most appeals to me is the combat width choice, allowing the tuning of vehicles vs infantry vs static, but it's not a trivial thing.
Title: Re: A review and critique of ground forces in version 1.93
Post by: Ehndras on May 06, 2020, 04:24:41 PM
Quote from: Jorgen_CAB on Today at 04:40:08 AM
Quote
I don't like the META gaming of big vs small as in I have many very tiny and you have large formations so I win as you waste you large formations shots at my tiny formation... or I use formations twice to three times yours and win as I get much more breakthroughs and don't waste fire-power.

That kind of strategy and game mechanic "abuse" is not fun as it makes no reals sense from a RP or real life perspective. All military organisations are broken down into a hierarchy that are very similar for a reason from fire-teams to cores and armies.

Inaccurate, mate. Read up on the Battle of Kunlun Pass, the 1940 Hundred Regiments Offensive, and well over a dozen successful Chinese v Japanese battles during the Second Sino-Japanese War. (Mid-to-late WWII). Particularly note the Battle of Wuhan, resulting in 1.2m casualties, that directly let to a Japanese shift in focus and the bombing of Pearl Harbor. Some big, many small, but inferior Chinese forces took one hell of a toll on Japanese forces all around.

https://en.wikipedia.org/wiki/List_of_military_engagements_of_the_Second_Sino-Japanese_War

What you described as META is precisely the tactic Chinese forces often used against Japanese invasion, with arguable success. They often used small multi-unit infantry maneuver tactics to encircle, trap, and harass Japanese forces with vastly superior armament and armor accompaniment. While Japanese semiautomatic rifles and mortars outranged the Chinese, and Japanese armor did their thing, they remain susceptible to being tricking into focusing fire on secondary targets while being flanked by grenadier-riflemen fire teams.

Hell, from my dad and uncles' stories from Vietnam, it worked horrific wonders against our forces. To his dying day my dad couldn't smell certain things without going into a fugue state, and one of my uncles offed himself about 2 years ago after decades fighting his PTSD. Iraq-Afghan wars with similar results. One standard-issue ahole in compact sedan sporting a 500 Lb of TNT equivalent can achieve massive collateral damage out to 1.5k Ft or somewhere around 450 meters, while some randos who found Soviet-era support armament, stripped them, and stuck em on the back of a truck could do serious damage to infantry and air elements alike with minimal investment.

Remember the wealth and tech disparity. Consider Garfunkel's C# Aurora RP series: see how various nations are running negative on wealth, thus ruining their economy and industry? Imagine the cost of maintaining low-tech forces vs high tech forces while simultaneously fielding a space-capable navy.

It costs a guerrilla squad jack-all to weld a stolen soviet set-up onto a resurrected scrapyard 4x4 and seriously piss off their rivals with that half-assed Technical, while it costs hundreds of thousands, or millions, for our high-tech "solution." Its why its such a pain in the ass to fight in the Middle East, why the Vietnam war was such a mess, why no one wants to invade the continental US or russia, or stage raids on a Brazilian favela like my cousin Wagner, commander of the 4th Battalion of the Policia Militar de Governador Valadares did earlier in his career.

They achieve more against us by draining funds via the costs of deploying overwhelming firepower than any actual damage they can do.

Its said that morale is the most important aspect of any conflict, and its hard to feel victorious when you're launching missiles at pickup trucks and trying to type up a report at the FOB while a bunch of jackoffs mortar-bombard you every. single. god. damn. day. Ineffectively, but that's not the point. One of my cousins couldn't sleep for a year after returning from Kandahar because they'd randomly wake up expecting impacts, and now sleeps like a baby while blasting heavy rock or metal. The psychological and tactical effects of low-tech lightly-armed squad-level harassment are ABSOLUTELY not META, at all. One can easily cite historical precedent at every technological level during every major conflict and era-based doctrine throughout modern history, with plenty of old-world examples as well.
Title: Re: A review and critique of ground forces in version 1.93
Post by: Ehndras on May 06, 2020, 04:53:31 PM
PS: The British are coming!  ;D

Would LOVE to see more examples of variance in element behavior based on class, size, and armament.

We have to-hit variance for INF/mobile/static already. We have limited range variance between LGT/MED/HVY arty/aa. What else can be implemented to make things more chaotic, thus interesting? Collateral damage against allied elements at certain engagement distances from specific types of weapons should be a thing by default: never call heavy arty on the front lines in the middle of an active close-quarters engagement unless you want to send your boys home for a closed-casket funeral complete with flag and a letter of thanks signed by the President.

Following real-world examples, a tank clearing the way for mechanized infantry advance would focus-fire on enemy armor of sufficient classification (firepower v firepower & armor x target strategic value / distance) as opposed to wasting shots on IFV's and infantry accompaniment while ignoring the tank literally right next to it. If you can drop bombs or use arty to aerial-disperse anti-armor pellets within x km, save the tanks for mop-up duty. However depending on engagement distance and who gets to you first, it makes perfect sense to see tanks fighting off fortified or assaulting infantry while being flanked by enemy tanks. You don't nuke a village, you firebomb it. Escalation of force, logical use of firepower matched with target prioritization, automatic or even opt-in (alien intel screen?) designation of high-value targets, etc.

Sure, arty the wrong quadrant and gib a bunch of enemy infantry or non-combatants, but context dictates whether you armor armor leading the advance against heavy fortifications pre-softened by sustained artillery and aerial bombardment, or if you want limited heavy infantry harassment to draw out enemy armor, follow up with limited arty, and then send in the armor.

Ground force battles have incredible potential with the right additions!
Title: Re: A review and critique of ground forces in version 1.93
Post by: kenlon on May 06, 2020, 04:59:06 PM
All of the things you posted about asymmetrical warfare are both utterly true, and completely irrelevant. ;D

Formation organization in Aurora has nothing to do with what tactics are actually in use, they are abstractions.

Assume two sides. Both have only one combat element designed: 
Code: [Select]
Irregulars
Transport Size (tons) 3     Cost 0.06     Armour 8     Hit Points 8
Annual Maintenance Cost 0.0075     Resupply Cost 0.25
Light Personal Weapons:      Shots 1      Penetration 4      Damage 4

Vendarite  0.06   
Development Cost  3

On one side, you have 10,000 irregulars organized into one unit, plus appropriately sized non-combat HQ.
On the other, you have 100 units of 100 irregulars each, again with appropriate non-combat HQ.

In an ideal world, these should be evenly matched forces. Neither of them have access to any force multipliers, so it should come down to a near-even meatgrinder.

The question is, is that the case under the current ground combat model? (It would be really nice if we could get a more detailed look at the under-the-hood formula used, since all we have now are posts from Steve from multiple years ago that may or may not be accurate.) If simply splitting up an equal number of identical elements in more formations gives you an advantage, then ground combat balance will come down to what degree you are willing to spend time organizing ludicrously wide sub-formations, which is inelegant, to say the least.

EDIT: I will say that more detailed organization should be able to provide you with advantages based on use of support/RE forces with appropriate weapons choices, as I detailed in my post about revamping how AA/bombardment works when supporting things, but simply splitting up identical forces and leaving them all front-line should not.
Title: Re: A review and critique of ground forces in version 1.93
Post by: Ehndras on May 06, 2020, 05:16:45 PM
So current mechanics are more simplistic and arbitrary, somehow rewarding tons of small units as opposed to single large units... That's a tad disappointing.

Apologies if I foamed at the mouth a bit earlier, I'd just love to see more dynamic ground force simulation. Probably no to the degree mentioned, but the arbitration seems a bit too... Well, arbitrary.
Title: Re: A review and critique of ground forces in version 1.93
Post by: Jorgen_CAB on May 06, 2020, 06:00:41 PM
Quote from: Jorgen_CAB on Today at 04:40:08 AM
Quote
I don't like the META gaming of big vs small as in I have many very tiny and you have large formations so I win as you waste you large formations shots at my tiny formation... or I use formations twice to three times yours and win as I get much more breakthroughs and don't waste fire-power.

That kind of strategy and game mechanic "abuse" is not fun as it makes no reals sense from a RP or real life perspective. All military organisations are broken down into a hierarchy that are very similar for a reason from fire-teams to cores and armies.

Inaccurate, mate. Read up on the Battle of Kunlun Pass, the 1940 Hundred Regiments Offensive, and well over a dozen successful Chinese v Japanese battles during the Second Sino-Japanese War. (Mid-to-late WWII). Particularly note the Battle of Wuhan, resulting in 1.2m casualties, that directly let to a Japanese shift in focus and the bombing of Pearl Harbor. Some big, many small, but inferior Chinese forces took one hell of a toll on Japanese forces all around.

https://en.wikipedia.org/wiki/List_of_military_engagements_of_the_Second_Sino-Japanese_War

What you described as META is precisely the tactic Chinese forces often used against Japanese invasion, with arguable success. They often used small multi-unit infantry maneuver tactics to encircle, trap, and harass Japanese forces with vastly superior armament and armor accompaniment. While Japanese semiautomatic rifles and mortars outranged the Chinese, and Japanese armor did their thing, they remain susceptible to being tricking into focusing fire on secondary targets while being flanked by grenadier-riflemen fire teams.

Hell, from my dad and uncles' stories from Vietnam, it worked horrific wonders against our forces. To his dying day my dad couldn't smell certain things without going into a fugue state, and one of my uncles offed himself about 2 years ago after decades fighting his PTSD. Iraq-Afghan wars with similar results. One standard-issue ahole in compact sedan sporting a 500 Lb of TNT equivalent can achieve massive collateral damage out to 1.5k Ft or somewhere around 450 meters, while some randos who found Soviet-era support armament, stripped them, and stuck em on the back of a truck could do serious damage to infantry and air elements alike with minimal investment.

Remember the wealth and tech disparity. Consider Garfunkel's C# Aurora RP series: see how various nations are running negative on wealth, thus ruining their economy and industry? Imagine the cost of maintaining low-tech forces vs high tech forces while simultaneously fielding a space-capable navy.

It costs a guerrilla squad jack-all to weld a stolen soviet set-up onto a resurrected scrapyard 4x4 and seriously piss off their rivals with that half-assed Technical, while it costs hundreds of thousands, or millions, for our high-tech "solution." Its why its such a pain in the ass to fight in the Middle East, why the Vietnam war was such a mess, why no one wants to invade the continental US or russia, or stage raids on a Brazilian favela like my cousin Wagner, commander of the 4th Battalion of the Policia Militar de Governador Valadares did earlier in his career.

They achieve more against us by draining funds via the costs of deploying overwhelming firepower than any actual damage they can do.

Its said that morale is the most important aspect of any conflict, and its hard to feel victorious when you're launching missiles at pickup trucks and trying to type up a report at the FOB while a bunch of jackoffs mortar-bombard you every. single. god. damn. day. Ineffectively, but that's not the point. One of my cousins couldn't sleep for a year after returning from Kandahar because they'd randomly wake up expecting impacts, and now sleeps like a baby while blasting heavy rock or metal. The psychological and tactical effects of low-tech lightly-armed squad-level harassment are ABSOLUTELY not META, at all. One can easily cite historical precedent at every technological level during every major conflict and era-based doctrine throughout modern history, with plenty of old-world examples as well.

No... you are talking about set piece battle (small scale)... I'm talking about operational wars... the fighting we see in Aurora are essentially wars not set piece battles.

It simply does not work like that on a world scale. Operation Barbarossa was not concluded in a manner of days or weeks... neither was WW2 for that matter. Most wars take years to conclude because they have variable intensity for many different reasons.

The more troops involved the slower and more problematic it will to get the formations in them to have full intensity all the time. I have no problem of a few platoons having a quick fight... but armies and corps should be able to fight for month or even years at times.

The META of small vs big is GAMEY mechanic... period... and have nothing with reality to do on this scale... it is very arbitrary.
Title: Re: A review and critique of ground forces in version 1.93
Post by: Ehndras on May 06, 2020, 07:08:00 PM
Understood.

...How many troops do NPR's tend to use? I might be seriously misjudging how many troops to build. Thought division+ would be excessive due to transport module capacity.
Title: Re: A review and critique of ground forces in version 1.93
Post by: Gyrfalcon on May 07, 2020, 04:45:59 AM
You should prepare to field and deploy multiple divisions of troops against the NPRs - Steve's Crusade AAR (http://aurora2.pentarch.org/index.php?topic=10462.msg116258#msg116258) includes multiple combat drops against the precursors and swarm enemies, and in the drop linked, he deployed a full division worth of troops.
Title: Re: A review and critique of ground forces in version 1.93
Post by: Ehndras on May 07, 2020, 04:58:48 AM
Holy crap. Well, looks like a complete paradigm shift must take place in the United American Alliance Army & Marine forces..

Thanks for the tip :)
Title: Re: A review and critique of ground forces in version 1.93
Post by: Black on May 07, 2020, 05:39:13 AM
I am currently figting precursor forces of some 17000tons and I deployed 200000 tons of troops, That is for me 1 Corp with 3 Divisions (1 armored, 2 infantry) divided each into 4 regiments.

It is important to realize that the terrain of the planet can greatly increase the power of defending force, so you may need much higher number of troops to dislocate relatively small force from forested mountains, that was fortifying since the beginning of the game (and that is colony cost 0 planet). Planet that is freezing hellhole with high atmospheric pressure will be much worse if you don't have specialized forces.
Title: Re: A review and critique of ground forces in version 1.93
Post by: Father Tim on May 07, 2020, 07:32:21 AM
In other words, based on the combat reports I've seen a hit rate of ONE PERCENT vs fully-fortified defending troops is not unreasonable, meaning that 'Xenophon's Ten Thousand versus one hundred units of one hundred each' basically eliminated the effect of unit size -- neither side could manage any breakthroughs.
Title: Re: A review and critique of ground forces in version 1.93
Post by: Ehndras on May 07, 2020, 07:59:56 PM
Would you say those mechanics behaving as intended?

I guess from an XCOM-ish "aliens invade, inferior humans with history of warfare excel on home turf" perspective.

...But a one-percent to-hit is just ridiculous.
Title: Re: A review and critique of ground forces in version 1.93
Post by: Vasious on May 08, 2020, 12:42:25 AM
All of the things you posted about asymmetrical warfare are both utterly true, and completely irrelevant. ;D

Formation organization in Aurora has nothing to do with what tactics are actually in use, they are abstractions.

Assume two sides. Both have only one combat element designed: 
Code: [Select]
Irregulars
Transport Size (tons) 3     Cost 0.06     Armour 8     Hit Points 8
Annual Maintenance Cost 0.0075     Resupply Cost 0.25
Light Personal Weapons:      Shots 1      Penetration 4      Damage 4

Vendarite  0.06   
Development Cost  3

On one side, you have 10,000 irregulars organized into one unit, plus appropriately sized non-combat HQ.
On the other, you have 100 units of 100 irregulars each, again with appropriate non-combat HQ.

In an ideal world, these should be evenly matched forces. Neither of them have access to any force multipliers, so it should come down to a near-even meatgrinder.

The question is, is that the case under the current ground combat model? (It would be really nice if we could get a more detailed look at the under-the-hood formula used, since all we have now are posts from Steve from multiple years ago that may or may not be accurate.) If simply splitting up an equal number of identical elements in more formations gives you an advantage, then ground combat balance will come down to what degree you are willing to spend time organizing ludicrously wide sub-formations, which is inelegant, to say the least.

EDIT: I will say that more detailed organization should be able to provide you with advantages based on use of support/RE forces with appropriate weapons choices, as I detailed in my post about revamping how AA/bombardment works when supporting things, but simply splitting up identical forces and leaving them all front-line should not.

Is the idea world where they both meet in the same field?

Hmm

On one hand Large formation don't mechanically have internal sub structures
Small formations do, and said officers but to what extent do they matter

But I am one of those people who cares more of the RP side of things than what is most effective.

I might be getting caught up with, the lowest Ground Officer we get is a Major so it seems the right thing to do to have company sized formation, but the original deign might have been Bridge/Regiment sized formations as per VB as the base line sized unit, outside specialty forces such as marines for boarding actions.
Title: Re: A review and critique of ground forces in version 1.93
Post by: Father Tim on May 08, 2020, 05:58:24 AM
Would you say those mechanics behaving as intended?

Maximally dug-in infantry (Fort 9, or a 9-in-10 chance to 'ignore' what would otherwise be a hit) in 'perfect' terrain (Terrain Mod 12, or a 12-in-13 chance) being hit only 0.77% of the time?  Yes, I would say that is behaving as intended.

Whether or not that intended behaviour is a good thing is another debate.
Title: Re: A review and critique of ground forces in version 1.93
Post by: Pedroig on May 08, 2020, 06:21:03 AM
Would you say those mechanics behaving as intended?

I guess from an XCOM-ish "aliens invade, inferior humans with history of warfare excel on home turf" perspective.

...But a one-percent to-hit is just ridiculous.

Actually it is not.  It is pretty generous overall.  We are not talking snipers or XCOM here.  Suppressive fire is a thing, blind fire/spray and pray is a thing, shooting "over there" cause that's the direction incoming rounds are coming from is a thing.  And to be quite honest, most "combatants" can't shoot worth a smege.
Title: Re: A review and critique of ground forces in version 1.93
Post by: Demonius on May 08, 2020, 09:45:32 AM
After throwing about 200k of troops against a rift valley Prec Fortress, and finally defeating them, I am at pretty much the same Point that has been mentioned up to here several times. Sticking together the remains of the smashed Combat brigades and replacing out of a mishmash of replacement Units.

While I have done  that by now and am somehow satisified with the result, and am rebuilding Units, one thing is still amiss for me. I did build a supply truck only unit to replace the used up logistics of the brigades, Regiments and batallions, and have forwarded the time a bit, but all the old units still show their supply Level as a various mixture from 0 to other sub-100% figures and it never changes.
Shouldn't they either consume the supply trucks or Refill from the home planets reserves or am I missing the "resupply Ground troops" button somewhere?
Title: Re: A review and critique of ground forces in version 1.93
Post by: kks on May 08, 2020, 09:47:38 AM
After throwing about 200k of troops against a rift valley Prec Fortress, and finally defeating them, I am at pretty much the same Point that has been mentioned up to here several times. Sticking together the remains of the smashed Combat brigades and replacing out of a mishmash of replacement Units.

While I have done  that by now and am somehow satisified with the result, and am rebuilding Units, one thing is still amiss for me. I did build a supply truck only unit to replace the used up logistics of the brigades, Regiments and batallions, and have forwarded the time a bit, but all the old units still show their supply Level as a various mixture from 0 to other sub-100% figures and it never changes.
Shouldn't they either consume the supply trucks or Refill from the home planets reserves or am I missing the "resupply Ground troops" button somewhere?

Afaik they can only resupply from formations up from them in the hierachy. So you would have to put the supply trucks in the highest HQ formations for best effect.

http://aurora2.pentarch.org/index.php?topic=8495.msg109760#msg109760 (http://aurora2.pentarch.org/index.php?topic=8495.msg109760#msg109760)
Title: Re: A review and critique of ground forces in version 1.93
Post by: Father Tim on May 08, 2020, 09:57:08 AM
It's possible that ground units don't re-supply outside of combat, given the number of reports about it not happening.  It may also take more time than people are giving it.