Game 1543: ogi, wonderhero in 'Moonbase Assault - Campaign Version'
You are here: Stellar Forces > Your Games > Game 1543: ogi, wonderhero in 'Moonbase Assault - Campaign Version'
- Steve, I just read that now I can chose how many units will join in a campaign mission. Sorry, I didn't know that till now and in this mission I have only 7 units. I will play with this number. Just I'm wondering that selecting all units wouldn't be an exploit ? Some units just to participate to gain more vps without fighting.
Posted by
wonderhero 14 years ago [Login to reply]
- Well this is my first campaign game and I have selected like 10 or so units and didn't have enough credits to equip them all so don't be surprised if some of my men try to stick you with a knife :)
Posted by
ogi 14 years ago [Login to reply]
- Don't be so cruel :P
Posted by
wonderhero 14 years ago [Login to reply]
- There are advantages and disadvantages to deploying lots of units which hopefully cancel each other out. Off the top of my head:-
Advantages:-
* Having lots of units!
Disadvantages:-
* Limited credits mean the units won't be as will equipped
* More chance of units panicking as their comrades are killed
* VPs are the same, so a mission could be over after (e.g.) 6 units are killed even if you have 12 deployed.
* You have less units available to play another campaign mission. Posted by
SteveSmith 14 years ago [Login to reply]
- These disadvantages will not stop me to take all my squad because having a lots of units is a strong advantage for me :)
Why ? Because I can use half of them just as unequipped scouts.
In case a fighter will die, my scout will replace him by taking his weapons, if left any.
But this is just theory, I will test it. Posted by
wonderhero 14 years ago [Login to reply]
- True, but don't forget that campaign units get better if they survive and win missions, so keeping them all alive is worthwhile. Anyway, let's see how your mission goes.
Posted by
SteveSmith 14 years ago [Login to reply]
- I agree, but I didn't say that I will use them as decoy, but only for backup in case of first line is broken. So more units more chance to win in my opinion. Also nothing stop me to concede and save my unequipped units, right ?
Posted by
wonderhero 14 years ago [Login to reply]
- That's right all surviving units will be saved, but you will lose the sector of course.
Posted by
SteveSmith 14 years ago [Login to reply]
- I can lose it anyway, with or without concede, right ? So the question is: Why shouldn't I take all units if I don't want them in other parallel campaign ? I still don't get it.
Posted by
wonderhero 14 years ago [Login to reply]
- Even they are equipped with a knife, they can be useful.
Posted by
wonderhero 14 years ago [Login to reply]
- Another reason: imagine what happen if I use weak units ,in every missions, as decoy to waste opponent's opportunity fire. Than with a good unit from behind I will take down your good unit. Trade my decoy for your good unit.
This tactic will constrain you to use entire squad too. Just a thought :) Posted by
wonderhero 14 years ago [Login to reply]
- Steve, I think wonderhero makes some good points.
I've tested a few Campaign missions with large amounts of units and I think it does give an advantage. I agree the disadvantages you mention, but I think the large advantage outweights the smaller disadvantages.
I think we need to come up with a simple method to "persuade" players to choose a more balanced number of units, but with a give for a bit of flexibility.
How about making players pay a set number of credits for every unit they take on a mission. This cost will be taken from the amount of credits they have for equipment and armour, so the more units you take, not only will you have more units to equip, but you will have less credits to equip them with. I think this should restore a more realistic balance, with players having to think carefully about how many they take, rather than just taking everyone along for the sake of it.
What do you guys think? Posted by
Deadlime 14 years ago [Login to reply]
- Excellent idea. I will add a suggestion here:
Each extra recruited unit will cost BASE mission credits divided by BASE number of units.
For instance: In Moonbase Assault the cost will be: 250/8 = 31 credits
But is necessary a warning when player click on "defend/attack a sector". Posted by
wonderhero 14 years ago [Login to reply]
- Sounds like a good idea and I'll implement it, but in your example, do you think 31 might be a bit too high for an extra unit?
Posted by
SteveSmith 14 years ago [Login to reply]
- Yes, you are right. Half of 31 ?
Posted by
wonderhero 14 years ago [Login to reply]
- Sounds good. I can always adjust it anyway.
Posted by
SteveSmith 14 years ago [Login to reply]
- This has been added now. Let's see how it goes.
Posted by
SteveSmith 14 years ago [Login to reply]
This topic has now been closed.