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Re: Troops

Posted: Wed Mar 15, 2023 5:06 pm
by zgrssd
Schatten wrote: Wed Mar 15, 2023 4:48 pm Even if we agree with all that it remains a fact that robots the weakest infantry by huge amount.

Less size dont matter much, as standart you can load 5 normal Infantry and 6 robot infantry....they so much weaker that will go killed in combat against the 5.

Build Speed and conditions 100% same as for normal infantry and clones. So who in the world would not use clones that superior in every aspect, even over synthetics that stronger as robots but not so much and have same upkeep as normal infantry.

right now: clones>>normal infantry>>>>>>>>>>>>>>>>>>>>robots
The argument is that they aren't for offense. They are for defense.
A spot where Upkeep and Numbers mater more then "how many fit into a Transport".

Re: Troops

Posted: Wed Mar 15, 2023 10:44 pm
by Jorgen_CAB
Schatten wrote: Wed Mar 15, 2023 4:48 pm Even if we agree with all that it remains a fact that robots the weakest infantry by huge amount.

Less size dont matter much, as standart you can load 5 normal Infantry and 6 robot infantry....they so much weaker that will go killed in combat against the 5.

Build Speed and conditions 100% same as for normal infantry and clones. So who in the world would not use clones that superior in every aspect, even over synthetics that stronger as robots but not so much and have same upkeep as normal infantry.

right now: clones>>normal infantry>>>>>>>>>>>>>>>>>>>>robots
Regarding robots... have you read anything I have written here... in defence and offence the robots are better than infantry if you disregard size. In defence size don't matter one bit!!!

The strength is only how much damage they will do when they attack. The thing is that you get two robots for every infantry from a maintenance perspective... that means they take TWICE the damage to destroy while doing roughly the same damage in return. In addition to this you also will get the outnumbering bonus with robots this way for the same cost.

Robots are NOT weak, only when you consider their size in an offensive capacity are they not optimal.

I can't comment on the clones as I don't remember their cost, values and maintenance.

Re: Troops

Posted: Wed Mar 15, 2023 10:49 pm
by arvcran2
I agree that robotic troops are redundant since they are far too inferior. In fact, I have never used them except for testing them.

Though the following is a little off the topic of the original post: I'd like to get y'all thoughts on these ideas:

1) The AI should never Q more than one new Troop. If this is a problem to implement then please lower the amount to something more manageable like 3.

The reason being simply that it becomes tedious for the player to manage reordering builds.
The other problem is that Q'd troops do not inherit Troop tech upgrades as they only become effective on subsequent to researched new builds.

2) There should be a Q for each Troop Facility, where the colony has an implicit facility for infantry. The implementation could factor in the time to recruit per total concurrent builds. Though I would prefer to see each facility have it's own build pace.

This way the player can at least order new kinds of troops without the tedious management of disbanding, and reordering troop types.
The UI could then have a line for each Troop type making things more easy to view and work with.

3) Earlier versions of the game honored the player's Garrison orders. Now the AI ungarrisons troops the player explicitly set to garrison; it should not do that.

Re: Troops

Posted: Wed Mar 15, 2023 10:52 pm
by Jorgen_CAB
arvcran2 wrote: Wed Mar 15, 2023 10:49 pm I agree that robotic troops are redundant since they are far too inferior. In fact, I have never used them except for testing them.

Though the following is a little off the topic of the original post: I'd like to get y'all thoughts on these ideas:

1) The AI should never Q more than one new Troop. If this is a problem to implement then please lower the amount to something more manageable like 3.

The reason being simply that it becomes tedious for the player to manage reordering builds.
The other problem is that Q'd troops do not inherit Troop tech upgrades as they only become effective on subsequent to researched new builds.

2) There should be a Q for each Troop Facility, where the colony has an implicit facility for infantry. The implementation could factor in the time to recruit per total concurrent builds. Though I would prefer to see each facility have it's own build pace.

This way the player can at least order new kinds of troops without the tedious management of disbanding, and reordering troop types.
The UI could then have a line for each Troop type making things more easy to view and work with.

3) Earlier versions of the game honored the player's Garrison orders. Now the AI ungarrisons troops the player explicitly set to garrison; it should not do that.
So you never build troops for defence then I presume as Robots are stronger than Infantry in defence?!?

Re: Troops

Posted: Sat Apr 22, 2023 4:48 am
by Schatten
Also one more suggestion regarding Troops

if would be helpfull if you could choose the Units for different Army Types.

Lets say you want to have Robot Troops as Garrison and Cloned Infantry as attacker. right now you need to Garrison the clones or the autotransports will come and pick them up for garrisons and if you want to load them up you need basically ungarrison and load them perfectly at same time.

Not good solution

So make it so that you can not only set 100% Infantry for lets say Standart Colony Defense Army but choose what is those 100% Infantry like 100% Infantry nade of Battle Robots Brigade (or any other like Mercenary Brigade, Guardian Brigade etc.) That way you can build your defense Troops at one world and the Transports will pick them up (and only them) and at other worlds you can build your assault infantry without have to allways garrison them to prevent being pick up for garrisons.

Re: Troops

Posted: Sat Apr 22, 2023 1:40 pm
by Nightskies
I heard something about robots becoming 2k space?

How would that do for you offensively? 2.5x more HP for the same space and about the same firepower?

Re: Troops

Posted: Sat Apr 22, 2023 4:42 pm
by Schatten
i put it only as example. as the game is now the clone troops superior to absolutly everything. without any disadvantage.

Re: Troops

Posted: Sat Apr 22, 2023 10:56 pm
by Nightskies
I'm afraid I have to disagree with that assessment entirely.

Points for the robot troops have already been covered.

Re: Troops

Posted: Sun Apr 23, 2023 11:02 am
by Schatten
whatever. However thats not the point here but the buildup and making of Garrisons more easy.