Some small suggestions
Posted: Tue Apr 13, 2021 9:17 am
I had a bunch of small suggestions and it's probably easier to put them in one thread:
1. It would help to have equipment quality level between current obsolete and low, in which the equipment would not be sent back immediately, but would be effectively treated as a lower tier of losses - i.e., replace with acceptable quality equipment if logistics capacity is present and no lost subunits need outright replacement.
2. At the moment the logistics handling of missing troops replacement on one hand and upgrade/replace on the other is different - replace/upgrade will use any hex with sufficient points within operational logistics range, while replacing missing troops apparently needs points on unit's hex. This can be confusing and is somewhat counter-intuitive (sending a replacement unit is actually simpler than shipping stuff there and back). It would help if both used operational logistics consistently.
3. It would help to be able to designate public assets as having priority access to the workers. For example, if on a given turn a town experiences labor shortage, the workers will be first pulled from something that is not a truck station. Yes, you can resolve it for future turns by playing with asset percentages, but when losing productivity in a certain structure even for a turn causes further problems, and total worker requirements fluctuate when construction is involved, it would help to have a way to handle it preemptively.
4. I think the game could use a land recon OOB consisting of several units of buggies or motorbikes - i.e. a group that is generally sent out to chart and claim wild territories or raid vulnerable enemy targets. (In theory these would probably not be under command as rigid as frontline OOBs, but there's still enough examples in history of such groups acting under unified command (although given Earth's history, its exploration groups existed before vehicles appeared)
5. On the other hand just about every other OOB is obvious enough that I'm not sure it makes sense for "Discover OOB" to be a thing. Discovery is used by other councils for original ideas that are not immediately obvious. On the other hand, once you develop RPG soldiers the idea that it would help to have some of them sprinkled in with your troops to give them anti-tank punch should be obvious (even if actual operationalization would still take time). Even more so would be the idea to have motorized and mechanized version (after you operationalized a moto/mecha version or two you can bet that the very first formal meeting discussing the new formation proposal will already touch on the possibility of having its moto/mecha versions). At the very least perhaps moto/mecha versions should just be discovered once and unlock these versions for everything, and similarly e.g. there should be no need to discover heavy armor storm formation if you already have an idea of light armor storm one.
6. It's a bit strange that you can have laser rifles, but aircraft are stuck with machine guns for direct fire weapons - it seems that aircraft-mounted energy weapons should be a thing, as currently aircraft weaponry is limited to 20th century while everything else marches on to Warhammer.
7. It seems that once your empire has orbital flight, at the very least any dark spots on the map should be removed - some of Civ games already do that. It could be after researching any tech in the early orbital group, or perhaps satellites would be a separate tech in that group. Or perhaps basic map would be filled on getting any orbital tech, and a proper satellites tech would provide a low amount of recon on all hexes - enough to know the map and keep track of cities, roads and assets.
8. Logically, since at the start of the game your regime has been around for some time, it should be largely self-sufficient at least at the initial levels of consumption. So it can be strange that if planet conditions mean that you start with a domed farm, you don't actually have water income for it. Maybe there needs to be an alternative version of the starting degraded LE mini-reactor for such planets that would also provide 200 water (but named differently of course).
9. Given that surplus army equipment is traditionally a big source for various militias, it seems that there should be an option to hand over obsolete models that you just replaced to militia, rather than scrapping them. I can understand that it may be exploitable if you design a new model and then immediately hand it over to militia who would field it without fuel requirements, so maybe such equipment would go into a hidden pool and would only get assigned to units once the model's age makes it eligible for militia (who may not have trained personnel to properly operate state-of-the-art vehicles immediately)
10. In many matches most or all of the opposing regimes are similar or even the same colors. E.g. in one of my games all except one of major regimes were different shades of green, in another all except one were shades of yellow. It would help for the game to try assign more differing colors.
11. The small white number in the upper-right corner of a unit's icon signifying its number can be lost on bright backgrounds. It would help if it was black instead if the background color is light enough (this number helps e.g. if you have 6 brigades of the same type and you want to make sure their units don't get separated all over the place)
12. It would help if when in road construction mode the hexes were marked according to the extra cost of the road - either by color (the redder, the pricier) or by outright displaying the cost modifier on each hex.
13. Given that mascots are a career path for popular soldiers, maybe their icon should be a human rather than a dog (unless old GR genetic tech is involved).
14. The current name of the hitpoints can be confusing for starting players since SE's hitpoints behave nothing like traditional hitpoints (which is a health counter reduced by successful attacks). SE's hitpoints on the other hand are what is traditionally called defense - i.e. they reduce a chance to take damage from an attack. It may be simpler for new players if "hitpoints" were renamed to "defense" and current "defense" was renamed to counterattack" or "return fire".
15. The game treats turbojets as an upgraded version of jet. IRL while turboprop is indeed an upgraded traditional propeller engine (driven by turbine rather than piston engine), a turbojet is actually the first jet engine type developed and the most basic one. The "turbo-" just means that it's powered by turbine, like all jet engines are, not that it's more powerful - so there is no separate "jet" before turbojet. The more advanced jet engines are actually turbofan (more efficient) or ramjet (more powerful).
1. It would help to have equipment quality level between current obsolete and low, in which the equipment would not be sent back immediately, but would be effectively treated as a lower tier of losses - i.e., replace with acceptable quality equipment if logistics capacity is present and no lost subunits need outright replacement.
2. At the moment the logistics handling of missing troops replacement on one hand and upgrade/replace on the other is different - replace/upgrade will use any hex with sufficient points within operational logistics range, while replacing missing troops apparently needs points on unit's hex. This can be confusing and is somewhat counter-intuitive (sending a replacement unit is actually simpler than shipping stuff there and back). It would help if both used operational logistics consistently.
3. It would help to be able to designate public assets as having priority access to the workers. For example, if on a given turn a town experiences labor shortage, the workers will be first pulled from something that is not a truck station. Yes, you can resolve it for future turns by playing with asset percentages, but when losing productivity in a certain structure even for a turn causes further problems, and total worker requirements fluctuate when construction is involved, it would help to have a way to handle it preemptively.
4. I think the game could use a land recon OOB consisting of several units of buggies or motorbikes - i.e. a group that is generally sent out to chart and claim wild territories or raid vulnerable enemy targets. (In theory these would probably not be under command as rigid as frontline OOBs, but there's still enough examples in history of such groups acting under unified command (although given Earth's history, its exploration groups existed before vehicles appeared)
5. On the other hand just about every other OOB is obvious enough that I'm not sure it makes sense for "Discover OOB" to be a thing. Discovery is used by other councils for original ideas that are not immediately obvious. On the other hand, once you develop RPG soldiers the idea that it would help to have some of them sprinkled in with your troops to give them anti-tank punch should be obvious (even if actual operationalization would still take time). Even more so would be the idea to have motorized and mechanized version (after you operationalized a moto/mecha version or two you can bet that the very first formal meeting discussing the new formation proposal will already touch on the possibility of having its moto/mecha versions). At the very least perhaps moto/mecha versions should just be discovered once and unlock these versions for everything, and similarly e.g. there should be no need to discover heavy armor storm formation if you already have an idea of light armor storm one.
6. It's a bit strange that you can have laser rifles, but aircraft are stuck with machine guns for direct fire weapons - it seems that aircraft-mounted energy weapons should be a thing, as currently aircraft weaponry is limited to 20th century while everything else marches on to Warhammer.
7. It seems that once your empire has orbital flight, at the very least any dark spots on the map should be removed - some of Civ games already do that. It could be after researching any tech in the early orbital group, or perhaps satellites would be a separate tech in that group. Or perhaps basic map would be filled on getting any orbital tech, and a proper satellites tech would provide a low amount of recon on all hexes - enough to know the map and keep track of cities, roads and assets.
8. Logically, since at the start of the game your regime has been around for some time, it should be largely self-sufficient at least at the initial levels of consumption. So it can be strange that if planet conditions mean that you start with a domed farm, you don't actually have water income for it. Maybe there needs to be an alternative version of the starting degraded LE mini-reactor for such planets that would also provide 200 water (but named differently of course).
9. Given that surplus army equipment is traditionally a big source for various militias, it seems that there should be an option to hand over obsolete models that you just replaced to militia, rather than scrapping them. I can understand that it may be exploitable if you design a new model and then immediately hand it over to militia who would field it without fuel requirements, so maybe such equipment would go into a hidden pool and would only get assigned to units once the model's age makes it eligible for militia (who may not have trained personnel to properly operate state-of-the-art vehicles immediately)
10. In many matches most or all of the opposing regimes are similar or even the same colors. E.g. in one of my games all except one of major regimes were different shades of green, in another all except one were shades of yellow. It would help for the game to try assign more differing colors.
11. The small white number in the upper-right corner of a unit's icon signifying its number can be lost on bright backgrounds. It would help if it was black instead if the background color is light enough (this number helps e.g. if you have 6 brigades of the same type and you want to make sure their units don't get separated all over the place)
12. It would help if when in road construction mode the hexes were marked according to the extra cost of the road - either by color (the redder, the pricier) or by outright displaying the cost modifier on each hex.
13. Given that mascots are a career path for popular soldiers, maybe their icon should be a human rather than a dog (unless old GR genetic tech is involved).
14. The current name of the hitpoints can be confusing for starting players since SE's hitpoints behave nothing like traditional hitpoints (which is a health counter reduced by successful attacks). SE's hitpoints on the other hand are what is traditionally called defense - i.e. they reduce a chance to take damage from an attack. It may be simpler for new players if "hitpoints" were renamed to "defense" and current "defense" was renamed to counterattack" or "return fire".
15. The game treats turbojets as an upgraded version of jet. IRL while turboprop is indeed an upgraded traditional propeller engine (driven by turbine rather than piston engine), a turbojet is actually the first jet engine type developed and the most basic one. The "turbo-" just means that it's powered by turbine, like all jet engines are, not that it's more powerful - so there is no separate "jet" before turbojet. The more advanced jet engines are actually turbofan (more efficient) or ramjet (more powerful).