Give infantry food "engines" (and considerations for towed)

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BlueTemplar
Posts: 1064
Joined: Thu Apr 29, 2010 12:07 pm

Give infantry food "engines" (and considerations for towed)

Post by BlueTemplar »

1.) Give infantry food "engines", and their equipment - weight.
This would make the game more consistent between infantry and vehicles.
This would also mean that they would have an "engine" design value, which would make games more diverse. (Extra training options and Postures to raise their "engine" value specifically ?)
This would also mean that they would use more food while moving, which is realistic, and might be also better for gameplay.
This would make higher armor and weapon options not an automatic go-to, as they would be harder to carry, especially before you have raised the "engine" design value enough.
Mid and late game infantry armors would add engine power value at the cost of power and/or oil (the last two tiers to the point where muscle engine power becomes negligible).

2.) If the unit contains a towed artillery and/or a towed anti-tank cannon, all the infantry troops (including the ones "inside the towed troops") pool their engine powers and weights together to figure out the resulting movement penalties/bonuses for the resulting infantry "meso-unit".
This would make lower sized weapon options for towed units more interesting (and help balancing them compared to vehicle artilleries).

3.) Trucks and APCs would work the same way, but the engine powers of infantry (including towed) troops inside the unit would be ignored.
(Maybe) Get rid of the requirement to have at least as many Trucks/APCs as infantry/towed troops.
(Maybe) Add an option to dismount/mount Trucks/APCs (at some AP cost ?) (in case the resulting "meso-unit" would end up slower than infantry/towed+trucks/APCs separately).
(Actually, if this would work for *any* vehicle, it might make combined infantry/vehicle units much more interesting than they are now ? Especially how they are already often made worse by losing focus from Postures... Balancing this might be a pain though...)

4.) Add (xeno)beasts of burden / (xeno)mount options, the first working as infantry, the second as Trucks/APCs.
(Back/frontline status, depending on their placid/agressive nature and training.)
Should probably be heavily dependent on the planet, and diplomacy with other regimes, especially native ones ?
EDIT : The underused Ecology and Survival leader skills might get useful here, allowing the Governors/OHQs(?)/SHQs(??) to tame native life for this and to add them to their unit (or a city battlegroup for governors).
(Maybe also higher tech options like 2/4/6+ footed robo-walkers with only a melee weapon if any ?)

5.) Add dedicated engines for motorbikes and jetpacks so they use the vehicle system.
DeltaV112
Posts: 67
Joined: Wed Oct 15, 2014 11:27 pm

Re: Give infantry food "engines" (and considerations for towed)

Post by DeltaV112 »

Infantry weight seems like a good idea, I'd say it should be divorced entirely from armor though. So you would pick an infantry armor grade(steel, composite), weapon, and then a movement enhancer(foot, battledress, adv. battledress). That would make infantry design in general more comparable to other sorts of unit design.

I don't think pooling movement capacity/weight is a practical solution, nor does it make much sense in terms of 100 man units all pulling the same AT gun or whatever. It'd mean major reworks to how the game processes OOB movement modifier and type, and fixed OOB design means it would be awkward to use(also what happens when you take casualties?).

Rather I'd just extend the same design to guns, but make it impossible to move a gun with trucks/APC's. Rather guns get the option to use engines directly, just like vehicles, and the image would in that case reflect a gun+truck. This solves the issue of towing a 300mm gun at full speed with a light engine truck while preserving the option for a foot-mobile weapon. This also makes towed guns more expensive, which should give self-propelled guns some value that they currently lack.
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