ENDLESS™ Space is a turn-based 4X strategy game, covering the space colonization age in the ENDLESS™ Universe. You control every aspect of your civilization as you strive for galactic dominion.
Steph'nie wrote: I actually mentioned this a little while ago: just in case they had anything to add, I needed a last confirmation from Meedoc and SpaceTroll!
This thread will now go public!
Very good.
People will probably need an hour to read, though.
If Horatio troops are relatively cheaper, I wonder how do they conduct ground warfare. Do they throw mass of poorly equipped and trained clones into the combat?
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Divine_Moments_of_Truth wrote: If Horatio troops are relatively cheaper, I wonder how do they conduct ground warfare. Do they throw mass of poorly equipped and trained clones into the combat?
I imagine the "human wave"-tactics of WWII-sowjet union and china, indeed.
Or the imperial troopers of star wars, probably shooting as badly. XD
Divine_Moments_of_Truth wrote: If Horatio troops are relatively cheaper, I wonder how do they conduct ground warfare. Do they throw mass of poorly equipped and trained clones into the combat?
Horatio troops can use their big bald heads as rams and thus disarm/knock down enemy troops or breach enemy fortifications... the "bang" I imagine that making almost makes me shudder....lol
Divine_Moments_of_Truth wrote: If Horatio troops are relatively cheaper, I wonder how do they conduct ground warfare. Do they throw mass of poorly equipped and trained clones into the combat?
I would think that they would train one (or a squad) of Horatio to an extreme extent, and then clone them by the masses.
I have a question about this: "The invasion power is only defined thanks to Invasion Module of the different ships. Moreover, the progress is capped between a minimal (1) and a maximal (10) value. When the progress reaches 100% the system is conquered. No population nor improvements are destroyed. However, the initial ownership is very low. The maximal value should not exceed 10% to make a siege during 10 turn at least."
Does this mean that a siege with a scout that is say 1/10 the value of the defense (say 10 vs 100 defense) still works in 10 turns? Or, does it mean you cannot siege unless you have 10x the value (1,000 invasion vs. 100 defense) = 10 to 1, so 100/10 = 10 Turns. 10 Turns seems far too fast for a small fleet to accomplish as a "default" to me.
Another question - anything about a siege preventing the "selling" of system improvements? Or is that still an option?
They are only used to invade system. Depending on their level, they require different resources: population, industry, strategic resources…
Just one question on a side note: Could troop transport not also be used to transfer population, e.g. raise population on border worlds to protect against invasion ?
Vypuero wrote: I have a question about this: "The invasion power is only defined thanks to Invasion Module of the different ships. Moreover, the progress is capped between a minimal (1) and a maximal (10) value. When the progress reaches 100% the system is conquered. No population nor improvements are destroyed. However, the initial ownership is very low. The maximal value should not exceed 10% to make a siege during 10 turn at least."
Does this mean that a siege with a scout that is say 1/10 the value of the defense (say 10 vs 100 defense) still works in 10 turns? Or, does it mean you cannot siege unless you have 10x the value (1,000 invasion vs. 100 defense) = 10 to 1, so 100/10 = 10 Turns. 10 Turns seems far too fast for a small fleet to accomplish as a "default" to me.
Another question - anything about a siege preventing the "selling" of system improvements? Or is that still an option?
There's this little line:
Meedoc wrote: The invasion power is only defined thanks to Invasion Module of the different ships.
Do you have invasion modules on a scout? If not, then you cannot besiege the system.
It was suggested to deny selling buildings in systems under siege, by whom I don't remember, but I'm not sure this is the way it's gonna be, now... ^^
Vypuero wrote: OK I get the invasion module part - but 10 turns as a default still seems too strong. If invasion is equal to defense, it should be 100 turns, not 10.
The game is probably over by then. (Or very close to being so)
EDIT: Oh you are talking about if Def. is Equal or close to being equal to Invasion Power. But even so, 100 turns would be way to long.
Right but that is the point - you can't invade unless you have enough force. Do you know if that was supposed to be a "minimum" as in no matter what the ratio is? or was it supposed to be a "minimum" as to what you need to be able to siege at all? I cannot tell from the original wording of the statement as it is ambiguous. So - I guess I am asking the game designer to clarify for me.
When you say "invasion module", is that the bombing & troop modules? Or is there a third line of modules (so you'd have siege modules, bombing modules, and land invasion modules)?
Sorry, just finding the initial description confusing.
A "science-leech" bomb for the Sophons is a very weak idea.
I'd rather suspect that a highly scientific race would come up with an elegant way to decimate the oposition, for example an EMP bomb that knocks out enemy hardware or soemthing.
The instant land invasion is bad: Once a critical mass of invasion ships is reached it will be impossible to stop and you lose system after system in quick succession.
Generall all of this has the very real drawback that i can just pile on more ships: but the planet cant pile on more defenses.
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