I am very unsatisfied with current state of simplicity, length and challenge of current planet invasions and ground combat from what I seen so far.
Rather than having long boring period of bombardment and then dumping your ground forces to fight one big fight to the death I propose...
So how it all works?
Invading fleets can be next to a planet but they can't bombard it, for that they have to enter ORBIT LAYER(lets make it short OL).
OL is something like invasion fleet HQ, their base of operations just like ground is HQ for defender. While in OL they are also possible target for anti-orbit weapons on ground.
Anti-orbit weapons can't destroy ships in orbit but they can reduce their health to certain percentage to weaken them.
On ground we have 3 F tiles and S/M/L tiles with total number based on planet size and development.
Just like tiles in Surface tab for buildings, these tiles are dedicated to building defenses.
F tiles are like forts and function like planet fortifications in current game state, but they only protect segment left of it and provide bonuses to defending troops in that segment.
Its up to players to decide how much they invest in each "Fort" as they have their upkeep.
S/M/L slots can have either Anti-orbit weapons to attack invasion fleet, Shield generators to protect from bombardment or Hangars for fighters to fight for Air Supremacy with slot sizes determining their strength and upkeep.
Air layer would be fought by fighters and bombers from each side similar to current game ground combat but rather that total destruction, defeated would retreat to their HQ for repairs to fight another day.
Side that occupies air layer gets Air Supremacy.
-Invaders get air support during ground battles and extra firepower to bomb fortifications
-Defenders get air support during ground battles, extra firepower to attack orbit and can attack landing ships to inflict huge casualties during landing.
Rather than being geographical representation, ground is abstract representation of invasion progress and thats why largest slots are first in line on far right as they would be primary threat and target of invasion.
From there invasion moves to left till they reach Victory Point.
Ground troops can occupy each of 4 segments and troops can move to adjacent segments.
When moving into segment they don't control troops always get attacker's penalty.
Invaders at first can only move from their HQ to far right segment with L slots for which they also get landing penalty in addition of attacking penalty.
If invaders are defeated at far right segment they can retreat to their HQ.
Segment occupied by invaders is disabled.
Troops regain morale in segments they control, including HQ in orbit for invaders.
How it all plays out?
To start invasion first invading fleet enters orbit, from here they can bombard ground and planet can attack them with anti-orbit weapons.
Invaders can either land their troops to disable L slots ASAP or wait for Air Supremacy before doing it. Even if air battle is lost weakened fighters will do less damage during landing and during ground support.
After establishing "beachhead" invaders can move left, segment by segment till they reach last one and planet surrenders.
Its up to invader to balance how much they will risk damage to ships in orbit vs risk to assault troops on ground and how fast they will advance.
Invasion forces getting stuck halfway and having to wait for reinforcements would be a possibility.
Prolonged sieges can force invaders to retreat to friendly starports for repairs or risk battle with defenders fleet in weakened state.
As for defenders, they decide how much they want to invest and what kind of defense they want to focus on. Punishing attrition for invaders or turtle up with shields and wait for reinforcements to lift up a siege.
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In conclusion there are still details to work out and some things can probably be changed.
I find this system pretty intuitive and I hope others will too.
If anyone doesn't understand something or has questions, feel free to ask.
Rather than having long boring period of bombardment and then dumping your ground forces to fight one big fight to the death I propose...
A - Air Layer where fighters and bombers fight for air supremacy
V - When all defending armies near Victory Point are defeated planet surrenders
F - Fortifications that divide ground into 4 segments and provide defensive bonuses to segment left of it
S/M/L - Tiles to build planet defenses with small, medium and large slots
V - When all defending armies near Victory Point are defeated planet surrenders
F - Fortifications that divide ground into 4 segments and provide defensive bonuses to segment left of it
S/M/L - Tiles to build planet defenses with small, medium and large slots
So how it all works?
Invading fleets can be next to a planet but they can't bombard it, for that they have to enter ORBIT LAYER(lets make it short OL).
OL is something like invasion fleet HQ, their base of operations just like ground is HQ for defender. While in OL they are also possible target for anti-orbit weapons on ground.
Anti-orbit weapons can't destroy ships in orbit but they can reduce their health to certain percentage to weaken them.
On ground we have 3 F tiles and S/M/L tiles with total number based on planet size and development.
Just like tiles in Surface tab for buildings, these tiles are dedicated to building defenses.
F tiles are like forts and function like planet fortifications in current game state, but they only protect segment left of it and provide bonuses to defending troops in that segment.
Its up to players to decide how much they invest in each "Fort" as they have their upkeep.
S/M/L slots can have either Anti-orbit weapons to attack invasion fleet, Shield generators to protect from bombardment or Hangars for fighters to fight for Air Supremacy with slot sizes determining their strength and upkeep.
Air layer would be fought by fighters and bombers from each side similar to current game ground combat but rather that total destruction, defeated would retreat to their HQ for repairs to fight another day.
Side that occupies air layer gets Air Supremacy.
-Invaders get air support during ground battles and extra firepower to bomb fortifications
-Defenders get air support during ground battles, extra firepower to attack orbit and can attack landing ships to inflict huge casualties during landing.
Rather than being geographical representation, ground is abstract representation of invasion progress and thats why largest slots are first in line on far right as they would be primary threat and target of invasion.
From there invasion moves to left till they reach Victory Point.
Ground troops can occupy each of 4 segments and troops can move to adjacent segments.
When moving into segment they don't control troops always get attacker's penalty.
Invaders at first can only move from their HQ to far right segment with L slots for which they also get landing penalty in addition of attacking penalty.
If invaders are defeated at far right segment they can retreat to their HQ.
Segment occupied by invaders is disabled.
Troops regain morale in segments they control, including HQ in orbit for invaders.
How it all plays out?
To start invasion first invading fleet enters orbit, from here they can bombard ground and planet can attack them with anti-orbit weapons.
Invaders can either land their troops to disable L slots ASAP or wait for Air Supremacy before doing it. Even if air battle is lost weakened fighters will do less damage during landing and during ground support.
After establishing "beachhead" invaders can move left, segment by segment till they reach last one and planet surrenders.
Its up to invader to balance how much they will risk damage to ships in orbit vs risk to assault troops on ground and how fast they will advance.
Invasion forces getting stuck halfway and having to wait for reinforcements would be a possibility.
Prolonged sieges can force invaders to retreat to friendly starports for repairs or risk battle with defenders fleet in weakened state.
As for defenders, they decide how much they want to invest and what kind of defense they want to focus on. Punishing attrition for invaders or turtle up with shields and wait for reinforcements to lift up a siege.
----------------------------------------------------------------------------------------------------------------------
In conclusion there are still details to work out and some things can probably be changed.
I find this system pretty intuitive and I hope others will too.
If anyone doesn't understand something or has questions, feel free to ask.
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