Yet another ground combat thread. I'll keep my reply simple in this thread because I don't really see the point of having a thread to rehash another thread. Why not just continue the discussion in that thread?
I would absolutely not want anything mentioned in the original thread or any of the suggestions here to make ground combat more complex.
It will add little to nothing to the game. It will cause wars to drag on long after they've been lost. From a game mechanic perspective, the player that has won in space will inevitably win on the ground. No system will escape one of the four game meta-states I've described in other threads. It seems like all of these suggestions end up in the 4th state, namely that taking a planet has a space fleet cost (due to losses from the ground). Ultimately, is that deeper more complex or just more button pushing to queue up whatever losses occur to have no change to the outcome? If you want the ability to have fortress planets that can hold out for a period of time that can be done without adding an iota of complexity. If you add a more complex ground combat system, I can all but guarantee that it will change zero outcomes in any war perpetrated by a planet. What it may do is return us to a point where the AI cannot invade planets very well again.
Adding a feature or mechanic to a game solely because it would be really cool is a very bad way to design a game.
I would absolutely not want anything mentioned in the original thread or any of the suggestions here to make ground combat more complex.
It will add little to nothing to the game. It will cause wars to drag on long after they've been lost. From a game mechanic perspective, the player that has won in space will inevitably win on the ground. No system will escape one of the four game meta-states I've described in other threads. It seems like all of these suggestions end up in the 4th state, namely that taking a planet has a space fleet cost (due to losses from the ground). Ultimately, is that deeper more complex or just more button pushing to queue up whatever losses occur to have no change to the outcome? If you want the ability to have fortress planets that can hold out for a period of time that can be done without adding an iota of complexity. If you add a more complex ground combat system, I can all but guarantee that it will change zero outcomes in any war perpetrated by a planet. What it may do is return us to a point where the AI cannot invade planets very well again.
Adding a feature or mechanic to a game solely because it would be really cool is a very bad way to design a game.