[SUGGESTIONS] Improvements to Army Templates
Posted: Sat Aug 13, 2022 3:31 pm
[Edited title and text for clarity]
Here are a some suggestions that I believe would make colony troops management less tedious, and would allow for a semi-automatic management, instead of the "all or nothing" current approach (automated or manual).
Like many things in DW2, army templates is a good idea, but implemented in a less than optimal way, at least from a UX (User eXperience) perspective. Specifying percentage for troops types is useful for invasion fleets, because the quantity for each type of troops is then determined by the troops capacity of the fleet's ships. But unless I'm missing something, these percentages are useless IF you want to control the quantity of each type of troops at colonies, not just the percentage of an unknown quantity that will be recruited by the automation.
What I'm proposing would allow to use automation to manage troops on colonies, while at the same time controlling, through templates, the quantity of each troops types on the planet.
So what I propose is to have 3 types of army templates:
- Invasion fleet template
- Colony garrison template
- Colony recruitment template.
The invasion fleet template would essentially works as army templates work currently: you specify a percentage for each type of troops that you want included in the invasion army carried by the fleet. This type of template would only be assignable to fleets.
The colony garrison and recruitment templates would work differently: they would allow to specify the quantity of troops you want on the colony for each troops type. The difference between these two template types (garrison and recruitment) would be that troops recruited by/for the garrison template would automatically be garrisoned. And the ones recruited by/for the recruitment template would be ungarrisoned, making them available to invasion fleets (or any other fleet able to carry troops).
It would then be possible, for a given colony, to assign one or both types of army template (garrison and/or recruitment). Insuring that you get, at that colony, the quantity of troops that you want for each troops type (and only that quantity); same for the amounts of garrisoned and ungarrisoned troops.
Change one or both templates that is used at the colony, and eventually, the troops on the colony will be adjusted to match the template(s). On that colony, and on all the others using one or both of these templates, without the need to micromanage troops on each colony.
Just like with the current system, you could define as many different templates as you want, for each of the three types. You can have one for colonies near enemy borders, one for major colonies, and so on.
A further improvement to the garrison and recruitment templates could be to make it possible to specify, for each troops type, a desired total defensive strength and total offensive strength for the colony, letting the game calculate the required amount of each troops type required to reach those strengths.
Here are a some suggestions that I believe would make colony troops management less tedious, and would allow for a semi-automatic management, instead of the "all or nothing" current approach (automated or manual).
Like many things in DW2, army templates is a good idea, but implemented in a less than optimal way, at least from a UX (User eXperience) perspective. Specifying percentage for troops types is useful for invasion fleets, because the quantity for each type of troops is then determined by the troops capacity of the fleet's ships. But unless I'm missing something, these percentages are useless IF you want to control the quantity of each type of troops at colonies, not just the percentage of an unknown quantity that will be recruited by the automation.
What I'm proposing would allow to use automation to manage troops on colonies, while at the same time controlling, through templates, the quantity of each troops types on the planet.
So what I propose is to have 3 types of army templates:
- Invasion fleet template
- Colony garrison template
- Colony recruitment template.
The invasion fleet template would essentially works as army templates work currently: you specify a percentage for each type of troops that you want included in the invasion army carried by the fleet. This type of template would only be assignable to fleets.
The colony garrison and recruitment templates would work differently: they would allow to specify the quantity of troops you want on the colony for each troops type. The difference between these two template types (garrison and recruitment) would be that troops recruited by/for the garrison template would automatically be garrisoned. And the ones recruited by/for the recruitment template would be ungarrisoned, making them available to invasion fleets (or any other fleet able to carry troops).
It would then be possible, for a given colony, to assign one or both types of army template (garrison and/or recruitment). Insuring that you get, at that colony, the quantity of troops that you want for each troops type (and only that quantity); same for the amounts of garrisoned and ungarrisoned troops.
Change one or both templates that is used at the colony, and eventually, the troops on the colony will be adjusted to match the template(s). On that colony, and on all the others using one or both of these templates, without the need to micromanage troops on each colony.
Just like with the current system, you could define as many different templates as you want, for each of the three types. You can have one for colonies near enemy borders, one for major colonies, and so on.
A further improvement to the garrison and recruitment templates could be to make it possible to specify, for each troops type, a desired total defensive strength and total offensive strength for the colony, letting the game calculate the required amount of each troops type required to reach those strengths.