Suggestions and Feedback

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postfux
Posts: 183
Joined: Tue Aug 18, 2015 12:53 am

Suggestions and Feedback

Post by postfux »

Feedback: This is truly a great game. It offers compexity without being (overly) complicated. It is a bit how I always wished EoFS to be (only without the planetary invasion stuff).

Suggestions:

1. Model design with all options in one window with some preview (would especially help designing planes).

2. Design/improve guns, engines etc. (The models seem to use the same equipment types without a chance to improve these.)

3. "Real time" road and railroad building (by automated building units?)

4. Building OHQs without subunits (To be filled only with subunit types fitting OHQ type. Much more realistic and no chance for abuse.)

5. "Career mode" for leaders. (Like letting the system generate leaders for your assets and battalions. The Player then just promotes them on their way up. With various factors influencing their generation and development, like regime stats, factions and education assets. Its a bit immersion breaking to install a newly recruited 20 year old "talent" as SHQ leader with the officer corps not even utter a polite critic.)

6. Planetary invasion (I get carried away, guess I should try to finish a game first.)
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BlueTemplar
Posts: 1074
Joined: Thu Apr 29, 2010 12:07 pm

RE: Suggestions and Feedback

Post by BlueTemplar »

2. Design/improve guns, engines etc. (The models seem to use the same equipment types without a chance to improve these.)
This is what the engine/weapon/armour design rolls attempt to simulate ?

3. "Real time" road and railroad building (by automated building units?)
See also this discussion (if you haven't already) :
https://www.matrixgames.com/forums/tm.asp?m=5043785
Elver
Posts: 365
Joined: Wed Jun 24, 2020 11:02 pm

RE: Suggestions and Feedback

Post by Elver »

ORIGINAL: BlueTemplar
This is what the engine/weapon/armour design rolls attempt to simulate ?

Yes and no. I'd assume what they mean is that if "High-Speed Machinegun" is improved, everything using "High-Speed Machinegun" sees improvement rather than just that one model. I'd describe it as being something more like the linear techs than the model design rolls, but it seems like a mix of the two.

It'd be interesting to see some deeper granularity, but I don't think it would add much more than the design rolls + linear techs are doing now - not least b/c it'd require more council specialization and one-at-a-time project development, something like having an Applied Engineering Council in addition to Model Design and Applied Science. It feels like the gain would be minimal for the code/system/UI bloat that'd be required to add it. If components had more stats and there was more tradeoff than higher production cost & operation costs vs. higher combat stats, there might be more justification, but the level of abstraction with components as they stand doesn't seem to justify component design.
postfux
Posts: 183
Joined: Tue Aug 18, 2015 12:53 am

RE: Suggestions and Feedback

Post by postfux »

ORIGINAL: Elver

It'd be interesting to see some deeper granularity, but I don't think it would add much more than the design rolls + linear techs are doing now - not least b/c it'd require more council specialization and one-at-a-time project development, something like having an Applied Engineering Council in addition to Model Design and Applied Science. It feels like the gain would be minimal for the code/system/UI bloat that'd be required to add it. If components had more stats and there was more tradeoff than higher production cost & operation costs vs. higher combat stats, there might be more justification, but the level of abstraction with components as they stand doesn't seem to justify component design.

For me it would add alot to the game. Right now the design process is in the end just based on luck (and size decisions). A now model can even have an inferior engine even if you use the same size. I would like a design process, that is more than roling dice.

If you already have an efficient medium engine it will have influence on design decisions (like not upgunning/ armoring your light tank, because you are lacking an efficient bigger engine and rather stick with medium). Same for guns. They can be used in an arty or direct fire role. Efficency of your guns will influence design decision.

I dont think more stats would change the big picture. Factoring these things into efficiency should work well. In the end the unit gets its stats and an engine/weigth rating. Production cost/ weight/ efficiency is actually everything thats needed for components within the current system.
edit: also ammo/ fuel consumption is already within the system
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