FMR review - Ground units

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FMR review - Ground units

Postby Whis » Thu 15 Oct, 2015 00:16

What is a possible use of ground units?
Holding occs?
Freeing occs?

What would be the possible requirements?
Barracks?
Tech?

You know what to do, keep it civil and let's have a productive debate.

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Re: FMR review - Ground units

Postby Rabid Parrots » Fri 30 Oct, 2015 00:49

Only if they can compete in dance offs and the loser is directed to a battle report with big, red text that reads "You got served!"

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Re: FMR review - Ground units

Postby Loki fi » Mon 30 Nov, 2015 06:15

Well whenever you attack with ground units what if the ground units could be used to destroy structures built on the planet?

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Re: FMR review - Ground units

Postby Loki fi » Mon 30 Nov, 2015 06:19

A ground unit could just be a hanger unit, but instead of taking up as much space as a fighter it takes up like .5 space and cost half as much as a fighter would. If you assume the ground units are like tanks their weapons could be missile, they could have low or no shielding

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Re: FMR review - Ground units

Postby Loki fi » Mon 30 Nov, 2015 06:26

It wouldn't make any sense to get ground units before frigates, as how would you transport them anywhere, so I think that would be a natural next step after frigates, possibly at missile 8 and armor 10 you would unlock the ability to build ground units

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Re: FMR review - Ground units

Postby BEER MAN » Sat 12 Dec, 2015 16:37

You could make an occupation more difficult with ground units as defense. Just like ISIS/ISIL, you can't defeat them until you kill their troops. This could help smaller guilds, by having them invest more in ground troops to fight a potential occupation.

Ships that carry troops must spend more to ferry troops from galaxy to galaxy. Cheaper to use troops for defense, than it is for offense.

This may help even out the play here at AE.

Meanwhile, the "F" server starts and no real changes. We talk, talk and talk, but there's no walking going on.

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Re: FMR review - Ground units

Postby Wlerin » Sat 12 Dec, 2015 19:47

Ground troops could help reduce occupation penalties, say from 30% (from control of surface industry) to 10% (from the blockade), unless the occupier deploys his own troops to fight them.

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Re: FMR review - Ground units

Postby Whis » Sun 13 Dec, 2015 02:35

I like the thought of ground units being what actually occupies an Astro. As in, a faux carrier unit that is only tasked with carrying ground units. I haven't given thought as to the numbers to make it feasible. But some sort of 10x bonus of ground unit effectiveness when base is occupied.

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Re: FMR review - Ground units

Postby BEER MAN » Mon 14 Dec, 2015 00:45

Changes need to be done, period. I can't believe I'm playing in the newest server. I'm usually in past servers, always upgraded and upgraded others. But now the other 2 servers I'm playing in, I'm not upgraded.

You guys want my money, you want more paying customers? Get off your @sses and work on those spreadsheets and make real changes!

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Re: FMR review - Ground units

Postby BEER MAN » Mon 14 Dec, 2015 01:08

Having ground troops and troop carriers to carry ground troops would give this game another dimension in play.

Why not make it very difficult to invade a base, unless you have at least a 3 to 1 advantage. This could also hinge on XP and tech. Yes, you can blockade trades with ships, but getting pillages should be only allowed as long as you can keep the base occupied with ground troops.

Carrying troops, depending on distance should also carry a cost. This may help guilds from being farmed and attacked often, as the costs to wage an attack and occupy would carry a large price tag.

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Re: FMR review - Ground units

Postby arthour » Sat 05 Mar, 2016 19:22

I like this idea. Using troops to take/hold occupations, and get an decrease in Pillage if your troops aren't doing a good job of keeping the rebels under control. Maybe use the troops to soften up ground defense turrets or assault a PRing before the main fleet arrives? Could even increase the life of a UC under occupation by helping keep it's stability up or something... And suddenly we'd have a reason to use barracks instead of skipping them to go right for lasers or missiles

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Re: FMR review - Ground units

Postby Vault Boy » Sun 06 Mar, 2016 18:41

Ground units would be win if implemented correctly, it could bring an entirely new dynamic to the game which would be good at keeping people playing.

Could ruin it as well though if not done correctly :(

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Re: FMR review - Ground units

Postby MaxDrake » Tue 20 Mar, 2018 06:52

It takes 100 Hours, 4 days and 4 hours to have Defenses repaired to full, on an unoccupied base.

I am have a proposal that the under-powered Barracks can modify this repair rate. It only makes sense that the population in the barracks can repair the defenses at a higher rate; the more Barracks one has, the faster (+5% PER Barrack Set) the Defenses regenerate EVEN WHILE UNDER OCCUPATION, with the 30% reduction of Construction still applied. Construction Commanders will also adjust this number further according to their level.

A successful Pillage will reduce the Defenses back to 0 and they start again. No more 1 Fighter occupational forces, which is ridiculous to say the least. No more stealing an astro out from under someone, without consequence, and no more waiting days for a full econ Pillage, or because the activity is every once in a while. The Hourly bonuses would still have no resistance until the base is freed, and a successful Pillage would, well, be successful and one would get the funds accordingly. There would still be debris and Experience on any Fleet Loss.

This would make it so the occupier must pillage every day, or soon the Defenses will get out of hand, and eventually make the Pillages cost the Occupier Fleet, for those who can not handle the defenses. The Defenses would still work as normal, so that a person can not de-occupy themselves with the defenses, unless the occupier has no fleet, due to attacking the defenses in the attempted Pillage. Only Fleet can attack to actively de-occupy a base.

This game is very lopsided in favor of the attacker, in nearly all cases, and not in favor of the more active, participating players. The occupier would have to work very hard to keep down a very active base.

Yes, it would change the way everyone plays the game, but the reason the player count on each Server dwindles so much (losing Cybertopia Real Money) is because the sheer overpowering of the bully tactics, and not the activity of the players. This Barrack Bonus could be a feature that only upgraded members can receive.

We have been trying very hard to get out from under occupation, and the occupier is just sitting on top of us, only having to deal with us one time a day, for about an hour. It's not even close to reality, it is not even close to Fair, nor is it a game that ALL the players can enjoy.

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