A
Aries
28 Mar 2015 06:05
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War weapons, and ammo, have been made cheaper and is a game trend. This, combined with the general status of the upper tier of top war players, has led to war management being unnecessarily complex. Many units must be deployed, on offense and defense, to fight a modern Simcountry war. On the attack, this can be especially cumbersome with the need to disband and remake dozens of units to amount an effective attack against even a modest defense, made more difficult if an attack is not mounted adjacent to the attacked country (waiting for supply units in a heated war is not an option). Navies are particularly disadvantaged if they must be positioned away from their home as moving and managing a dozen or more fleets, as not uncommon, is a cumbersome exercise.
On a more game immersion side, no attachment is easily made to a player's units as they are treated as throwaway tools on offense and as one of many units on defense. Careful grooming, care, and naming of units is a rare sight in Simcountry. No one declares on a forum that they have been prompted to deploy "The mighty 11th division" or the "Elite Mule brigade" to meet potential threats to their empire. These issues can change with a needed unit creation upgrade. Here is how it works.
1. The Multiplier
When creating a unit, a new option is available to multiply the chosen weapons and ammo selected for the unit. The multiplier defaults to "1" and, if not changed, the unit is created normally. If the multiplier is increased, all weapons and ammo selected are increased by the multiple selected.
-Want to deploy 2500 aircraft to help an ally? Today, it would take the creation of 20 wings. With this change, you could create 1 or 2 units and change the multiple.
-Need to create and move 8500 weapons on the attack? This would require creating and moving 10 divisions on the map. Needing to position each one individually to its target. With this change, a single unit could be created, a division with a multiple of 10.
2. Unit Frontage
To maintain combat balance, not all weapons in a unit enlarged with the multiplier may see combat at the same time. This also makes sense as one could see a real combat unit engaged with the enemy while other elements of the same unit haven't yet entered the battle.
On the attack:
When an enlarged unit attacks, it has a cap of the number of weapons that can be selected for the attack equal to the normal size of the base unit. For example, a division may have been created with 8500 weapons using a x10 multiple but only 850 weapons may be selected at a time for the attack, similar to the caps one experiences when creating a unit.
When defending:
When defending, an enlarged unit will engage with the unit configuration selected before the multiple, until it may be understrength, as normal, due to losses. Some examples:
A unit created with 8500 mid range missile batteries is attacked. 850 weapons receive the attack and the unit losses 250 weapons. The unit now has 8250 weapons and receives another attack. It again has 850 weapons receive the attack. This repeats until less than 850 weapons are available in which all weapons are attacked as normal.
In mixed weapon units, the original unit configuration, before multiple, dictates the weapons that receive the attack. For example, a unit designed to deal with air threats as well might have 5000 mid range missile batteries and 3500 offensive anti-aircraft missile batteries (which is a division with 500 mid range missile batteries and 350 offensive anti-aircraft missile batteries with a multiple of 10). If this unit is attacked, 500 mid range missile batteries and 350 offensive anti-aircraft missile batteries receive the attack. This continues similar to the example of a unit created with a single weapon type. However, if losses occur unequally, the unit may be short one of the weapon types. If this unit was left with 200 mid range missile batteries and 1500 offensive anti-aircraft batteries, the 200 mid range missile batteries and 350 offensive anti-aircraft missile batteries receive the attack. If the mid range missile batteries are then lost and the unit is left with 1200 offensive anti-aircraft missile batteries and receives another attack, 350 offensive anti-aircraft missile batteries receive the attack. In short, the unit never has more weapons of a given type available than the base configuration of the unit, before the multiple is applied.
Mixed weapon units and strategy:
With this change in mind, it is possible to create units with a mix of offensive and defensive units with a multiplier that offers weapons to defend the unit, if attacked, and still has available the ability to launch an attack with the number of weapons up to the full base unit size (850 weapons for a division). This is a welcome game addition that allows offensive units to have some defensive ability when deployed to the combat area. It will be fun to use strategy to create units with needed offensive ability balanced with defensive weapons to ward off attack for these large formations.
3. Attack Memory
This is an enhancement that would be nice on its own but is even more welcome with this addition. After a given unit is used to launch an attack, the next attack will default to the same weapons used. For example, if the unit described earlier with a mix of mid range missile batteries and offensive anti-aircraft missile batteries is called to deal with a garrisons defense, the player may wish to attack with just 850 mid range missile batteries. If this attack is made, when the player selects the next target, the game will already default to use 850 mid range missile batteries, or as many mid range mid range missile batteries that are available if the unit is reduced to less than 850.
I believe these changes will make war simpler and a more enjoyable experience. Any questions?
On a more game immersion side, no attachment is easily made to a player's units as they are treated as throwaway tools on offense and as one of many units on defense. Careful grooming, care, and naming of units is a rare sight in Simcountry. No one declares on a forum that they have been prompted to deploy "The mighty 11th division" or the "Elite Mule brigade" to meet potential threats to their empire. These issues can change with a needed unit creation upgrade. Here is how it works.
1. The Multiplier
When creating a unit, a new option is available to multiply the chosen weapons and ammo selected for the unit. The multiplier defaults to "1" and, if not changed, the unit is created normally. If the multiplier is increased, all weapons and ammo selected are increased by the multiple selected.
-Want to deploy 2500 aircraft to help an ally? Today, it would take the creation of 20 wings. With this change, you could create 1 or 2 units and change the multiple.
-Need to create and move 8500 weapons on the attack? This would require creating and moving 10 divisions on the map. Needing to position each one individually to its target. With this change, a single unit could be created, a division with a multiple of 10.
2. Unit Frontage
To maintain combat balance, not all weapons in a unit enlarged with the multiplier may see combat at the same time. This also makes sense as one could see a real combat unit engaged with the enemy while other elements of the same unit haven't yet entered the battle.
On the attack:
When an enlarged unit attacks, it has a cap of the number of weapons that can be selected for the attack equal to the normal size of the base unit. For example, a division may have been created with 8500 weapons using a x10 multiple but only 850 weapons may be selected at a time for the attack, similar to the caps one experiences when creating a unit.
When defending:
When defending, an enlarged unit will engage with the unit configuration selected before the multiple, until it may be understrength, as normal, due to losses. Some examples:
A unit created with 8500 mid range missile batteries is attacked. 850 weapons receive the attack and the unit losses 250 weapons. The unit now has 8250 weapons and receives another attack. It again has 850 weapons receive the attack. This repeats until less than 850 weapons are available in which all weapons are attacked as normal.
In mixed weapon units, the original unit configuration, before multiple, dictates the weapons that receive the attack. For example, a unit designed to deal with air threats as well might have 5000 mid range missile batteries and 3500 offensive anti-aircraft missile batteries (which is a division with 500 mid range missile batteries and 350 offensive anti-aircraft missile batteries with a multiple of 10). If this unit is attacked, 500 mid range missile batteries and 350 offensive anti-aircraft missile batteries receive the attack. This continues similar to the example of a unit created with a single weapon type. However, if losses occur unequally, the unit may be short one of the weapon types. If this unit was left with 200 mid range missile batteries and 1500 offensive anti-aircraft batteries, the 200 mid range missile batteries and 350 offensive anti-aircraft missile batteries receive the attack. If the mid range missile batteries are then lost and the unit is left with 1200 offensive anti-aircraft missile batteries and receives another attack, 350 offensive anti-aircraft missile batteries receive the attack. In short, the unit never has more weapons of a given type available than the base configuration of the unit, before the multiple is applied.
Mixed weapon units and strategy:
With this change in mind, it is possible to create units with a mix of offensive and defensive units with a multiplier that offers weapons to defend the unit, if attacked, and still has available the ability to launch an attack with the number of weapons up to the full base unit size (850 weapons for a division). This is a welcome game addition that allows offensive units to have some defensive ability when deployed to the combat area. It will be fun to use strategy to create units with needed offensive ability balanced with defensive weapons to ward off attack for these large formations.
3. Attack Memory
This is an enhancement that would be nice on its own but is even more welcome with this addition. After a given unit is used to launch an attack, the next attack will default to the same weapons used. For example, if the unit described earlier with a mix of mid range missile batteries and offensive anti-aircraft missile batteries is called to deal with a garrisons defense, the player may wish to attack with just 850 mid range missile batteries. If this attack is made, when the player selects the next target, the game will already default to use 850 mid range missile batteries, or as many mid range mid range missile batteries that are available if the unit is reduced to less than 850.
I believe these changes will make war simpler and a more enjoyable experience. Any questions?