The Strategos
Thanatos
- Joined
- Jul 21, 2002
- Messages
- 1,175
Symphony D. said:Here's also something for your consideration: how many UUs should players be limited to, and why?
Since the whole battle system revolves around "Power" in terms of combat, it could theoretically be possible to fairly easily "create" UUs designed to do different things (mechanized, anyway). You could specify a tank with bigger cannons; translating to more "Power" but getting less units per IP than "base" (the default design). Or you could make the unit cheaper, and having less "Power" but getting more of them than "base". This could better simulate divergences in equipment: the chief determinant is the technology level, but also important is the priority of the builder. Shermans were made quickly and cheaply but it took 4 - 5 of them to reliably defeat a Tiger or Panther, which on the other hand were incredibly expensive. Basically, to summarize, it'd look something like this (obviously not totally complete):
Do these make sense? Essentially, you can design or specialize certain forces for certain roles. I suggest a cap on the number because I don't want people designing something, making me keep track of it, and then hardly ever using it. The kind of play it gives in combat is an interesting touch, I think. Again, this is sort of like the DNES system Daft had for UUs, only more quantifiable.
Discuss.
Yes, you should limit the number of machine based specialty units and I can see you doing this in two ways:
1) Before each new design can be put into production, you must pay x. X will represent the cost of research/development, prototypes, setting up the factories to produce it, etc. In game terms, you've just provided an incentive to keep the number of designs for mech units to an absolute bare minimum, otherwise you'll just be wasting too much cash.
2) The maximum number of designs you can have are dependant on the number of industrial centres you own. This would represent the fact that factories tend to be specialized, that is under normal circumstances you don't build different products in one plant. Thus once you have all of your available factories producing a product, that's all the different kinds of products you can produce. Now all you can do is shift raw resources between your existing factories in order to produce what you want when you want it.
or some perhaps some combination or variation of the above.