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Author Topic: Preview #3: Movement, Reinforcement, and Unit Improvements  (Read 110 times)  Share 

Dave Baughman

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« Last Edit: January 18, 2012, 04:30:24 AM by Dave Baughman »
And I looked, and behold a pale horse: and his name that sat on him was Apollyon, and Hell followed with him. And power was given unto them over the fourth part of the earth, to kill with sword, and with hunger, and with death, and with the beasts of the earth.

Cannonshop

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Re: Preview #3: Movement, Reinforcement, and Unit Improvements
« Reply #1 on: January 19, 2012, 01:31:15 AM »
Nevermind, problem was on this end.

« Last Edit: January 19, 2012, 01:41:53 AM by Cannonshop »
The world is run by those who show up.
There is strange, and then, there's Army Strange.

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Cannonshop

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Re: Preview #3: Movement, Reinforcement, and Unit Improvements
« Reply #2 on: January 19, 2012, 01:48:00 AM »
Looks like I'll be doing a LOT of work here.  I already had units structured to pull "Behind the Lines" and "Rapid Reaction" duty, the cost multipliers on those alone make me kinda glad the UIW's military isn't spectacularly large.  Add in the emphasis I put on combined arms and everything is going to cost out the ass.
The world is run by those who show up.
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You can't be free, if you won't be responsible.

Parmenion

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Re: Preview #3: Movement, Reinforcement, and Unit Improvements
« Reply #3 on: January 19, 2012, 08:42:22 AM »
I think, CS, that we will have to wait a bit longer to see what sort of military we are allowed at reset.  I'm presuming that there will be some sort of points system, whereby for a point or three you can have a mech regiment.  Add an extra point, you can get a 'CA' unit improvement.  Throw another point at the same unit, and you can give it the 'RR' unit improvement ability.  That sort of thing.

New units would cost a lot more to make from scratch, and if it's anything like the old Flashpoint game, then for a number of unit improvement type stuff (such as increasing in experience level) there is a % chance of failure (and therefore losing your money you have invested in that attempt).

What I'm particularly waiting to see is the Upkeep numbers (if there will be such a rule). Again, from the Flashpoint game, Warships are ruinously expensive.  And while I ranted and raved about the GM nuke fleet from hell back when the TH had a score or more of Luxors (and all those Fox carriers), and certainly would have liked to have seen the use of Warships cut back, now that I've pored mega RP into building up the Horse Alliance fleet (and to a far lesser extent, the Her Magistrixs' Navy) I'm sort of attached to what SD(P)s ships of the line I do have.


Cannonshop

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Re: Preview #3: Movement, Reinforcement, and Unit Improvements
« Reply #4 on: January 19, 2012, 02:01:08 PM »
We'll see, Parm,  I already know MY costs are going to go through the roof, I'm rather glad I don't have the "200 point clusters" that some players were dropping.
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Dave Baughman

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Re: Preview #3: Movement, Reinforcement, and Unit Improvements
« Reply #5 on: January 19, 2012, 02:39:09 PM »
We'll see, Parm,  I already know MY costs are going to go through the roof, I'm rather glad I don't have the "200 point clusters" that some players were dropping.

Unless I completely botch the game set-up, formations of similar type should have generally similar strength ratings when the game starts. So... yeah, no more "I call it a regiment/cluster but there's no possible way its less than a brigade/galaxy by its FP" scenario any more.
And I looked, and behold a pale horse: and his name that sat on him was Apollyon, and Hell followed with him. And power was given unto them over the fourth part of the earth, to kill with sword, and with hunger, and with death, and with the beasts of the earth.

chaosxtreme

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Re: Preview #3: Movement, Reinforcement, and Unit Improvements
« Reply #6 on: January 19, 2012, 02:49:23 PM »
But...but...my massive stacks of DOOOOM!

Eh I am good with it. :-)

Still a massively over expensive in maintenance carry the Flag type of unit could be interesting as a one off.

 

anything