Ground combat techs and a suggestion . . .

Ok, I spread my research out all categories. My starships are doing fine in combat, but I am consistently out-teched in ground combat. My tech is always 0 or 1 (can't remember which is the lowest) while my opponents are usually 2 or above. What am I missing here.

Also, a suggestion. Rather than random numbers which I can only influence by luck in hitting the spacebar, why not tactical doctrines for offense and defense, which adjust the attack/defense stats. Yeah, luck would be involved, but at least it would be based upon logic.

Something like for offensive - "Full scale frontal assault", "Seize landing zone for followup assault", etc. while maybe the defense gets "Disperse for guerilla warfare", "Upfront defense", etc. Each offense and defense would have an offsetting counter or adjustment. I think that would be more interesting . . .

Grifman
97 views 3 replies
Reply #1 Top
I think that ground combat is going to stay the way it is until after 1.0. After release though I think Brad said something about maybe putting in more detailed ground combat...
Reply #2 Top
That sounds fine - I suspected it would be too late for what I suggested in 1.0 - but can you help me out here? :) What techs can help me in ground combat?

Grifman
Reply #3 Top
Grifman,

If you get a copy of the "tech tree" that JavaScout has made available and look at the printable Quick Reference, it lists the ability of the techs. The ability you are looking for is "soldering". One such tech is "Antimatter Weapons". You should be able to find a few others in the Quick Reference.