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wings of terror (invention)
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this vote will decide about the future of this invention:
this can be added to the game
42%
 42%  [ 3 ]
it needs some changes but it is a good invention
28%
 28%  [ 2 ]
i will post the needed changes here
28%
 28%  [ 2 ]
no good try another one
0%
 0%  [ 0 ]
Total Votes : 7

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tec_server
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 Post Posted: Wed Aug 24, 2011 3:15 pm    Post subject: wings of terror (invention)
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wings of terror (class 3 ship)

this strategical bomber can attack colony ground units from orbit. it will reduce the defensive capabilities of the ground units (organization)

attack/life: 0/100
manpower: 200

researchtime: 1 d
buildingtime: 12 h


needed research:
the genesis project

battle details:
fights
(battle engine syntax: f)
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spacetrace
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 Post Posted: Wed Aug 24, 2011 3:16 pm    Post subject:
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here we go . happy balancing

above 100 defending units on a colony it will hit 15 units. below 100 it will get less effective. it is impossible to destroy all units just by bombing.

infantry could be less vulvenerable to bombing but would lose some of it's actual advantages in ground battle.
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vyor
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 Post Posted: Wed Aug 24, 2011 5:36 pm    Post subject:
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Still prefer percentage though 15% seems quite balanced, just imagine a colonie with 200 troops,you bomb only 30, so maybe the percentage should go up with troop count(too a limit) maybe 5% every 50 troops past 100?
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Senor
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 Post Posted: Wed Aug 24, 2011 6:09 pm    Post subject:
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it will be an awesome ship.

only downside is that swanks will be harder to spot with all these bomber fleets flying around.
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muabdib
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 Post Posted: Thu Aug 25, 2011 9:26 am    Post subject:
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I think it is a great idea, really needed, it seems quite weird to have a fleet over a planet and not being able to bomb it!

However, if ships can bomb a planet, also troops should be able to defense, antiaircraft units or somethin... i dont know.
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 Post Posted: Thu Aug 25, 2011 10:28 am    Post subject:
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i thought to balance it this way:
the infantry troops are really hard to bomb, but will be much more vulvenerable to tank attacks.

let's say there are 100 tank , 100 defense, 100 infantry on a colony.

after intense bombing you can bring them down to : 20 t, 20 d, 90 inf.

a ground battle with 50 tanks should be able to do the rest.

this way the troops get a more intresting difference and the attacker/defender can do more strategical decisions.

additional to that the defense units could have some air defense.

then the ground battles could get interesting.
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 Post Posted: Thu Aug 25, 2011 3:17 pm    Post subject:
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i thought another time about it and i think i have a better idea.

inspired from the great strategy game hearts of iron:
in hearts of iron you will not reduce the numbers of the troops by air attacks - you reduce the "organization" . a army with organization 10% is really easy wiped away by a smaller army.

i think i wanna use this concept for st.

there is a organization value.
it will be reduced by : battles, reinforcing a standing army, air attacks
it will recover itself after a given period of time.

this way flying around and bombing is quite useless , you need to organize your attacks with ground troops and before that massive air attacks.

i think that is more fun!
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ncaries
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 Post Posted: Thu Aug 25, 2011 5:06 pm    Post subject:
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interesting concept i agree on.
However, in real life bombing can have several effects;damage to the infrastructure, reducing manpower and maybe others (i never joined the army so im no good at this)
This damage never recovers by itself , so i dont agree on that
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 Post Posted: Thu Aug 25, 2011 5:44 pm    Post subject:
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we should think of the units as whole divisions(10k man), that have a whole infrastructure with them. doctors, reapair teams and so on. a division can exist on its own on a planet , caring for food and materials.

in hearts of iron - it is that way - light losses are reinforced automatically.

but a bombed out division, that is totally unorganized is a easy target.
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 Post Posted: Fri Aug 26, 2011 10:29 am    Post subject:
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i think this ship is really needed, i will implement it next week.
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 Post Posted: Fri Aug 26, 2011 6:01 pm    Post subject:
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great!


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 Post Posted: Fri Aug 26, 2011 6:38 pm    Post subject:
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it's still a hard time thinking...

there are balance issues:

defending is much much harder than attacking. if you want to hold a cluster you need 4 times the resources than the attacker. when holding all 4 clusters . you need to hold 16 key-c. that means you need to have 16 times the resources and they are immobile.
you would have balance then. if you really want to defend it you need even more.

at the time the ri ratio for all colonies/no colonies is 32/1.

so the ship is needed to fill that gap. anyway i think the ratio is quite sensible . see above

it's more fun to fill that gap with this ship than raising the ratio to 16/1 i think

this ship will enforce you to gain a tactical advantage only by mp. so i think the organization concept is really needed , to focus the game balance on the unit battles.

i hope you agree
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 Post Posted: Fri Aug 26, 2011 7:02 pm    Post subject:
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At the moment i experience a disbalance in the colonising part.
there also needs to be some dynamic in the shift of balace between attacker and defender.
This ship contributes a lot to that.
Above that it reinforces the relation between the colonising part and the tactical part of the game, causing a more strategic challange. Thats fun!
My suggestion is to implement it asap as suggested and to evaluate the ship frequently -weekly? - to come to a good balance .
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 Post Posted: Fri Aug 26, 2011 8:23 pm    Post subject:
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it will be the next thing i will do... but i need some rest ...

coming soon
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 Post Posted: Sat Aug 27, 2011 9:11 am    Post subject:
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ok .. started to work on it .
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 Post Posted: Sat Aug 27, 2011 10:51 pm    Post subject:
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What about making it a class 1 ship with less life and less mp?
Of course you would need them in greater numbers to have a significant effect.
I think this could be tactically more interesting.
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spacetrace
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 Post Posted: Sun Aug 28, 2011 10:35 am    Post subject:
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i made it a bigger ship on purpose. i even made it 200 mp to force the attackers to invest more mp (anyway - the effect is proportional to the mp). i think that is needed else you could always take a 50 mp force with you to bomb before you atttack, but there would be basicly no counter to it - you cannot guard all colonies with battle fleets.
so if you wanna bomb you need to specialize, i think that is really needed.
there must be a risk using the wot , in this case that you need at least 200mp.
i imagine for the game play that there are specialzed players (bomber, colonists, pirates ) that need to work together.

i hope you argee
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 Post Posted: Sun Aug 28, 2011 1:02 pm    Post subject:
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it's ready i will make final balancing thoughts and will upload it asap.

one thing that i would like to do is that the ground units will suffer from organization drawbacks in a different way.

let's imagin these bombardments are mostly strategical - the bomber is in orbit, so it cant target really anything- means : they destroy the infrastructure, supply lines etc.

let's imagine tanks and defense are more effected by that. the infantry guys only need a hand gun and some food (they hide in the bushes and eat tree bark )

let's say the infantry is affected by bombing only a few percent, the rest will get the whole disorganization drawback.

to balance that out , tanks could be much more effective against infantry.

that would be a nice difference between the units , that could make things more interesting.

what do you think?
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 Post Posted: Sun Aug 28, 2011 2:28 pm    Post subject:
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senor had the brilliant idea to make this ships only usable for one time.

so after bombing it's empty

this makes the balance much better.
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 Post Posted: Sun Aug 28, 2011 8:14 pm    Post subject:

good thoughts

what does the emptyness mean? back home to refill or 'throw away'?

(do you lose the MP?)
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