We’re still trying to get the next patch finished. Private messaging is working, it just needs a bit more polish before we can release it. And although one of our devs is tied up with private messaging, the other – yes, we’re still down to only 2 devs at the moment 🙁 – continues to squeeze in improvements until patch 0.938 is ready to drop!
Last week we brought up balancing assault troop carriers. Some exciting things came out of the discussion that followed which we’ll go over here for the benefit of those of you that may have missed them. Because some of these changes could be just around the next corner…
Proper troop mechanics
The troop mechanics currently in the game were introduced a long time ago and with little depth (defensive troops are tied to a planet/military base and assault troops are instantly created by transferring colonists on to assault troop carriers).
It’s an area of the game we’ve wanted to look at for a while, but due to other priorities haven’t been able to free up the time. But the topic came up again this week in the community, and after spending some time considering the suggestions, we don’t think we should put it off any longer!
- Troops will be a single resource which can be used to defend a planet or attack another
- Troops will be produced/supported via military bases (it won’t be possible to insta-generate troops by transferring colonists onto assault troop carriers)
- One military base will train X troops an hour, up to the limit of troops it could support (if troops are transferred away, more are trained)
- Troops can be left on a colony (or transferred to a colony) to defend it against an invasion
- Troops can be loaded on to fleets using assault troop carriers (to transfer to another colony to defend it or to invade another player’s colony)
- If troops are transferred to a planet without enough military bases to support them (including after winning an invasion) their numbers will gradually decrease (they are converted to regular colonists)
- We won’t decrease the capacity of assault troop carriers at this time
The above has already been discussed on the forum and the response so far has been excellent. There were also some questions:
When will these new troop mechanics be added?
It’s not likely they’ll be ready for the next patch, but the one after instead. These changes will have a big effect on the existing galaxy, but it will slow the devs down too much if they have to integrate the changes in a way that excludes the current galaxy. Instead, we’re trying to give players as much notice as possible that these changes are on the horizon.
How quickly would troops be trained?
It will depend on the tech level of the military base: 25/hr (level 1), 50/hr (level 2), 100/hr (level 3). For example, a colony with 3 x level 1, and 2 x level 3 military bases will train 275 colonists into troops an hour. After the first version we can look at tweaking balance.
How quickly would troops be affected if there aren’t enough military bases to support them?
To begin with, it’ll be 792/hr. Which sounds like a lot, but if it’s too small the penalty for keeping an army on a planet without enough military bases to support them is too lenient. For example, if the rate was 100/hr, it would take a month to reduce an army by 72k troops.
The reduction rate would help military bases balance army sizes but it also makes sense. Without sufficient infrastructure to organize and maintain an army, equipment would fail, troops would become ineffective or desert etc.
An eye on Invasions
A big win that will come after reworking troop mechanics is that we’ll be able to expand invasion mechanics – finally.
Improvements to invasions have the potential to really take gameplay up a notch and we’re excited at the prospect of getting to them! We want to:
- Increase the duration of invasions (relative to the size of the forces involved)
- Enable both defender and attacker to influence the outcome after the invasion has begun by sending in troop reinforcements (doing so would extend the duration of the invasion, unless the number of reinforcements was tiny)
- Whatever the outcome, both sides would take some relative losses
We’re still considering the best way to do this and implications around a planet’s max population. Against larger invasion forces, many planets wouldn’t be able to reinforce with a sufficient number of troops because the planet’s population size could be at, or close to, the max population limit.
Should the size of an invasion force be capped to the planet’s max population size? Should the defender be able to exceed a planet’s max population up to a certain % during an invasion (with no overpopulation penalty until 24 hours after an invasion has finished)? Should troops by further separated from the population and subjected to separate limitations?
It’s a tough one, and we need to factor in the time and complexity to implement any solution. Deep changes to current logic also risks introducing bugs and affecting stability.
We’ll update the thread as soon as we have any updates on this topic 🙂
If there’s anything in this post you’d like to discuss further, this thread is the best place to do so (where this topic began).
Thanks for reading, we’ll be back again soon 🙂
– The Outscape dev team