Suggestion/feedback Smorgasbord!

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Cakebomb
Posts: 1
Joined: Mon Aug 21, 2023 8:36 pm

Suggestion/feedback Smorgasbord!

Post by Cakebomb »

Here is a long, running list of all of my unrelated feedback and suggestions about the game

Economy
-Make fuel deposits larger on planets where they generate or at least more numerous; currently they're too small to properly last you
-have artisan production use some sort of production cap based on a zone's population and development. This increases the importance of things like ammo factories or machine factories to prevent bottlenecks when you start expanding

Combat/Model design
-Add a bit more depth to infantry design; maybe a separation between pure armor and environmental protection systems, additional options for the equipment they use, etc. To justify not always going with the highest options for environmental protection, make it so that environmental protection adds a small malus to some combat stats because of how it interferes with proper airflow and sightlines and weighs them down
-Add armored cars as a bridge between buggies and tanks, and lower the max armor of buggies (perhaps 5-15-25mm). Armored cars will have an armor range of 15-25-35 and be able to mount a primary weapon (either a low caliber howitzer, HV gun, or special autocannon that has a better spread of damage types) and an optional machinegun that improves soft attack but increases cost and slightly reduces health because of the weakspot to the armor. They'll be cheaper and less survivable than tanks but still have good recon value and strategic range
-For the love of God put the machine guns on top of buggies and have like a little guy poking his head out to man it, they look stupid slapped to the side of the chassis
-Selectable propulsion types for vehicles (wheeled vs treaded, for example).
-The ability to select what specific model types a formation uses, so you can specialize for specific terrain more easily
-Some sort of maintenance/spare parts system as a logistical need for vehicles and heavy equipment. They can be produced by artisans but they're more expensive and use more production capacity than ammo, which bottlenecks your mechanization early on until you get an actual industry. I suggest this mainly because there's no real upkeep beyond fuel for vehicles at the moment; once you pay the lump sum of industrial capacity you don't have to worry about industry when it comes to vehicles
-Separate machine gun and air to air rocket slots for planes so they can perform better in dogfights and at range as long as you're willing to pay the material and weight cost
-Get rid of bomb bays for helicopters and add more options for rockets and the like to compensate. Possibly add autocannon options that give good ground attack but are heavier and require machinery and the like.
-Add machine gun options for trucks to give them some AA and anti-infantry value
-Add a new motorized model for tactical mobility vehicles (ala the Humvee) that are cheaper than APC's but provide more firepower and survivability than trucks while retaining their mobility. However, their smaller capacity means you'll need more of them to carry an entire unit
-Let special units like bazookamen or MANPADs have regular guns as well so they can perform suitably against infantry, though of course with a reduction in soft attack due to the bulk and weight of their weaponry (this might be hard to implement actually)
-add more WMD's and a proper implementation of them into combat outside of the rare unit feat. this can add a lot more danger to earth-like planets where not everyone will be rocking an environmental suit 24/7
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