TO build a unit, to need the following:
v Workhours or production
x resources & energy
y soldiers (this would be 1 for infantry, or a crew for a given vehicle)
z money
* To build "Elite" units, the resource cost and the production and the money are all doubled.
Once these three are met with a minimum requirement on a per unit basis, your facility will provide x number of units per turn. At the beginning of your turn, your military advisor confronts you with the total production of units for that turn and you can deploy them as you like according to the deployment rules. Over the course of that turn, those units are said to be en route to their deployment zones. The end of your turn, you have those units there either in reinforced armies, garrisons, new units, or whatever.
As for stats...
Zone: This is Land/Air/Water/Space/Other
Firepower: This determines how much damage a unit can inflict on another unit.
Armor: This is the defense capability of the unit to withstand an attack.
Stealth: This determines how difficult it is for an enemy to spot the unit
Vision: This determines how easily the unit can spot enemy units
Movement: How far and how fast a unit can move during combat
Range: This is the range of hexes a unit can attack 0 is melee, 10 can attack from off the battle map
Units with a 10 for attack range also have an accuracy stat.
Veteran: green-experienced-veteran
Morale: poor-low-average-high-excellent
Air units also have a maneuverabiliy stat
Naval units also have a special range stat to determine how long it can remain at sea before the crew starves to death.
Combat:
To enter combat, a special sub-map is created, no more than 50 tall with it's own set of variables. Armies are broken up into smaller bits and put onto this map depending on how the situation arose. Commanders and Great Generals have a tenancy to get their armies here at higher elevations and greater concealment. This map is determined mainly by the main terrain type in the hex where the combat is taking place, and is randomly generated at the start of combat. This part is done very much like command & conquer or warcraft and can be automatic by letting your military advisor decide what to do or you could command your units yourself. For units involved off the map grid, like short range ground support fighters and rocket artillery and stuff, these would pepper the area at random intervals.
This would give soooooo many well-deserved advantages to the player with sattelite imaging and radar tracking and stuff. And I think this would be the highlight of too many players, like building up to a main event. IT would also give rise the the idea that infantry trained (or raised) in a certain terrain would always enjoy an advantage when fighting in that terrain.
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Goober
v Workhours or production
x resources & energy
y soldiers (this would be 1 for infantry, or a crew for a given vehicle)
z money
* To build "Elite" units, the resource cost and the production and the money are all doubled.
Once these three are met with a minimum requirement on a per unit basis, your facility will provide x number of units per turn. At the beginning of your turn, your military advisor confronts you with the total production of units for that turn and you can deploy them as you like according to the deployment rules. Over the course of that turn, those units are said to be en route to their deployment zones. The end of your turn, you have those units there either in reinforced armies, garrisons, new units, or whatever.
As for stats...
Zone: This is Land/Air/Water/Space/Other
Firepower: This determines how much damage a unit can inflict on another unit.
Armor: This is the defense capability of the unit to withstand an attack.
Stealth: This determines how difficult it is for an enemy to spot the unit
Vision: This determines how easily the unit can spot enemy units
Movement: How far and how fast a unit can move during combat
Range: This is the range of hexes a unit can attack 0 is melee, 10 can attack from off the battle map
Units with a 10 for attack range also have an accuracy stat.
Veteran: green-experienced-veteran
Morale: poor-low-average-high-excellent
Air units also have a maneuverabiliy stat
Naval units also have a special range stat to determine how long it can remain at sea before the crew starves to death.
Combat:
To enter combat, a special sub-map is created, no more than 50 tall with it's own set of variables. Armies are broken up into smaller bits and put onto this map depending on how the situation arose. Commanders and Great Generals have a tenancy to get their armies here at higher elevations and greater concealment. This map is determined mainly by the main terrain type in the hex where the combat is taking place, and is randomly generated at the start of combat. This part is done very much like command & conquer or warcraft and can be automatic by letting your military advisor decide what to do or you could command your units yourself. For units involved off the map grid, like short range ground support fighters and rocket artillery and stuff, these would pepper the area at random intervals.
This would give soooooo many well-deserved advantages to the player with sattelite imaging and radar tracking and stuff. And I think this would be the highlight of too many players, like building up to a main event. IT would also give rise the the idea that infantry trained (or raised) in a certain terrain would always enjoy an advantage when fighting in that terrain.
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Goober
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