Is there anyway to see how many rounds are left in a given unit?
I hope this won't derail the discussion too much, but CAP type of unit seems to be the best bang for buck in 95% of the cases, why not having only that? Sure, they can be killed as easily as another infantry, but they fire thrice when an IPW equipped infantry fires once ...
I am playing around with this balance currently. Below are 3 different 250 ton formations that I have been tweaking with that concept in mind:
Light Boarding Platoon
Transport Size: 250 tons
Build Cost: 1,146.9 BP
2x Light Platoon Command Mech
2x Light Supply Mech
19x Light Automatic Rifle Mech
8x Light Pulse Rifle Mech
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Medium Boarding Platoon
Transport Size: 250 tons
Build Cost: 1,147 BP
2x Light Platoon Command Mech
3x Light Supply Mech
10x Light Automatic Rifle Mech
10x Light Pulse Rifle Mech
1x Light Pulse Cannon Mech
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Heavy Boarding Platoon
Transport Size: 250 tons
Build Cost: 1,191.4 BP
1x Light Platoon Command Mech
3x Light Supply Mech
15x Light Automatic Rifle Mech
6x Light Pulse Cannon Mech
Unit designs are in accordance with whatever unit designs I posted last.
With this round of formation designs, I was looking carefully at the balance between a couple of things. First, I was looking at how many 'kills per round', as I described a few posts back, each platoon was able to achieve. Next, I was looking at how much GSP they each consumed per round. It seems that there is a trade off with CAP vs PWI where CAP consumes much more GSP per round, and thus requires more GSP supply units than an equivalently sized PWI unit requires.
Throughout all of this discussion, I have also been considering the effect of enemy targeting behavior on my own units. If there are, say, 50 enemy units, and I have 50 units in a formation, the enemy attacks will be spread out amongst my 50 units. If I only have 5 units in a formation, it is much more likely that any one of those individual units will be targets in any single round of combat than in a 50 unit formation. So I think there is at least some advantage to having larger formations due to this. I am currently experimenting with this concept by varying the amount of Automatic Rifle Mechs vs Light Pulse Rifle Mechs in my formations as the Light Pulse Rifle Mechs can do more damage per round of combat but by including more Automatic Rifle Mechs I reduce the chance that ANY of my individual mechs will be hit at all.
In the formations above, the Light Boarding Platoon kills about 6.1 targets per round (which I mentally round to '5 to 6' targets per round), the Medium Boarding Platoon kills about 7.6 targets per round (which I round to '6 to 8' targets per round), and the Heavy Boarding Platoon kills about 5.1 targets per round (which I round to '4 to 5' targets per round).
Also, to my knowledge there is no way to know definitively in advance how long a particular formation or unit will last in combat. Targeting of weapons is somewhat random and 'ammunition' is abstracted by the GSP concept which is also somewhat random. With this in mind my design philosophy for my boarding troops and their transports has been as conservative as is consistent with my understanding of boarding combat mechanics in order to maximize my own troops survival rate and also to maximize my chances of successfully capturing enemy ships. For these reasons I developed the methodology I described a few posts back where I made some limiting pessimistic assumptions about how GSP is consumed and damage is dealt.
Some other worthwhile considerations that I have been considering are:
1. I DO plan on using multiple boarding platoons per target ship. This allows me to mix and match the above formations without having to reassign units (though I could reassign if I wanted). It also presents more targets to any hostile point defense I might encounter and might allow at least one boarding team to actually breach the target ship's hull.
2. The Light/Medium/Heavy variants of each squad have somewhat different design optimizations that I have been considering in addition to what I have already discussed. The Light platoon has only 2 Light Support Mechs compared to the 3 in the other two platoon designs, has the most Light Automatic Rifle Mechs of any of the squadrons, and should have the longest combat endurance in terms of GSP efficiency of any of these three platoons. The Medium platoon has the most Light Pulse Rifle Mechs, deals the most killing shots on average out of the 3 platoon designs, and should be the most efficient platoon at defeating lightly armored targets, like hostile crew. The Heavy platoon has the best armor penetration per shot, and MAY be useful in situations involving shipboard combat with hostile armored units and/or hostile infantry equipped with powered armor. If I were to use a Halo analogy, Light platoons are similar to UNSC Marine detachments, Medium platoons are similar to Covenant Elite detachments, and Heavy platoons are similar to Covenant Hunter detachments.
3. I read somewhere that boarding craft which have a speed advantage over their target gain a substantial improvement to the success rate of the boarding action. With this in mind, a smaller, faster boarding craft is probably superior to a larger one unless the larger boarding craft has a speed advantage over the smaller one. My suspicion is that this one of those 'it depends' type of situations so I am going to design a second, smaller boarding craft than my current design and see how the speed problem balances out.*
*Edit: I was able to develop a smaller boarding craft with 100 ton boarding capacity and about 150% better speed than my previous boarding craft, so I will attempt some smaller 100 ton formations next.