Transporting soldiers between bases
under review
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Michael Barthen
Allow us to transport soldiers between bases without having to fly a ship back and forth. Give us the option to reassign them to a base of our choice and use a timer to show how long it will take for them to get to their new assignment based on distance. Kind of related.. shouldn't have to offload soldiers from ships to defend a base the ship is "parked" at.
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Ed
Please not. Fly those soldier is a part of the game, its already kind of cheese that you can teleport the equipment.
Ragnarok700
Ed: If you read the comments below I think we'd all want an alternative to flying (i.e.: road/water transport), but that should also include the risk of ambushes, etc.
Sounds like a long-term interesting mechanic!
K22 N34_Dingowarrior
This is a must. It was Infuriating having to manually fly my soldiers to garrison my bases. I have a training center for my new Recruits, being able to send them off as you Described is all wanted.
Lobo
I agree, but no more teleport.... having it for equipment is bad enough. Everything that is not transported by PP aircraft should be possible to move for other bases, BUT, taking some time to it, not teleporting.
Twisted Kangaroo
Ok BUT make it so they can be attacked or ambushed en-route if they go by truck or plane
Ragnarok700
Twisted Kangaroo: I love that and it is missing in most games of this genre...
Basically sending a convoy off with some soldiers/vehicles/mutogs/etc. and they may get attacked on the way. If they have to travel over water then they most definitely should get attacked, probably more than once if this is even possible to do safely at all!
Twisted Kangaroo
Ragnarok700: I agree. If we're going to have extra mechanics make different kinds of fights and scenarios. Like get the loot and leave or destroy a "captain" or lead Pandora to be able to escape something like that
Ragnarok700
Twisted Kangaroo: Yeah! That would be totally awesome! Sometimes I feel like this game is a rough sketch or draft of a real one, with most of the cool features on the periphery or still to be added... It is difficult to remember it was made by like only 8 devs or something ridiculously small like that!
ThePlayerOvGames
Related to "offload to defend": offloaded vehicles show up at the back of the base, deep in corridors, when one would expect them to be... in the vehicle bay!
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Joshua Carmody
ThePlayerOvGames: I've had vehicles appear in small rooms that are only accessible via ladder from above - completely useless for base defense.
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Ziel
Suggestion: A new facility (eg underground network) that allows soldiers to be transported FROM it to any other base. Limit of 1 per base.
So if Base A has the above facility, it can send to any other base. But for it to receive soldiers from Base B, then Base B must have the facility (without Base A requiring it).
Or make it both bases require the facility for it to work, if needed for balancing.
As others have mentioned, a time delay depending on distance would be realistic.
Also, you can't stop the travel until the soldier arrives (which illustrates why it's the alternative but obviously inferior choice to air travel)
Leliv
there could paid service with different abilities and prices by different fractions. you could flight here with one fraction for some price, other can refuse because they are hostile, last may not be able to provide service for given region.
Vit Barta
Merged in a post:
Ability to relocate soldiers to different bases
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Matt Hobbs
Maybe this exists, I haven't seen it. I know you can move new recruits to bases without a vehicle. So it would make sense you'd be able to use whatever method of transport that is to move soldiers between bases.
With this, I think when recruiting and sending a soldier to a base, I think it should take some time for them to arrive, not immediate.
If transferring soldiers from base to base were implemented, I think it would take time as well.
Alexey Bevza
Doubtful. I didn't experienced problems with soldiers transportations; besides, it will make game easier.
Yokes
And by what means they would get there? Run on foot? Devs should make aircrafts more accessible. Not necessarily cheaper in production, but we could find them in deactivated Phoenix Project bases, maybe in some events. Or just allow us to build some cheap, fast and automated transport ships which wouldn't be used for deployment.
Steve Crook
Yokes: How do they get there at the moment? I can fly a fully laden aircraft to the haven and recruit someone and they apparently teleport to the base, because they're already there when the plane arrives so whatever they used, it was faster than that...
Do it old school XCOM. They arrive by foot, horseback, pogo stick, whatever... There's a distance based delay in them arriving and a risk of them not arriving at all. More so if their route is long, takes them over/through hostiles etc. Faster pickup by dispatching a spare aircraft or one of your automated taxis (neat idea).
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Leimboy
Steve Crook: To me, this sounds perfect. Including the possible hazards that could happen along the way (though they should be very rare, maybe as an options setting or a difficulty thing?).
The faster and safer choice would be to pick them up yourself, but now you have the option to send them to any base with a small cost / risk.
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Leimboy
Yokes: But wouldn't these fast and automated transport ships in the end act similarly as to what Steve Crook suggests? Just with possibly more micro management?
I do like the thought of finding abandoned aircrafts though, maybe as a chance mission or (more likely) abandoned in a discovered PP base.
Yokes
Leimboy: not really. In my case you first need to construct them. So you need to include them in your manufacturing queue (so additional cost and time). Then you still have limited amount of them so you need to decide where they will fly to pickup recruits.
And I don't like idea of sending recruits with a risk of loosing them (we have just paid for them and we get nothing after all?)
Steve Crook they teleport in some way - thing that should be changed.
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Leimboy
Yokes: I see, but I still think this adds micro management (building and commanding these small transports) while you also want to think about your next strategic move and command your troops and their flights (say you have 4-5 airships going by now). Would this extra production and commanding add to the fun of playing the game? I'm just not sure I myself would find it fun in the long run (my personal opinion and I don't have your entire vision on this of course, so there might be details here that makes it better than I imagine it now).
This scenario could be much more manageable once we can give "flight orders" while paused, but without that I think this can feel stressful trying to manage everything in "real time" as it is right now.
What if these transports instead could be produced and put in a "transport pool" or give us a transport capacity. Then we could build them manually and when recruiting or moving troops they will use this pool. X transport gives us the option to transport X soldiers simultaneously. This way we still need to produce them but we can skip the manual commanding of them. What do you think of this idea?
The reason for the possibility of loosing your soldier in transit (very low chance of course, but still a chance) is to make the strategic choice a little more interesting. Do I use my precious airship and time to transport this guy myself or do I send him on his merry way by himself, but with an added small risk and a small fee, so I can instead spend the precious time and airship immediately on a mission? This goes for new recruits and transport between bases. After the decision is made no more input from you is needed and your time (as in "brain-time") is freed up to handle other tasks.
Yokes
Leimboy: I fully support your automated idea. Just give order to any of your soldiers or items to be transferred from A to B and that automated taxi will arrive for it and transport what is needed. Just before you give order estimated cost and time are calculated. That would be all from player perspective. But first you need to enable such option by building that taxi. Algorithm responsible for assigning each taxi for each task would need to be quite complex but nothing impossible. :)
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Leimboy
Yokes: You have a good point that it would require some complex subsystems added to what is already in the game. This might not be the right time to overload the devs with even more complexity.
This is what I imagine the automated "transport pool" variant could look like, from a more mechanical viewpoint:
We need to build the taxis ourselves first. This requires a new unit that we have access to from the start, preferably. These taxis will then be added to a pool (just a counter probably, as they are never seen). There could be an upper limit on how many we can have, but I guess one or two will enough in the early game. Double or triple that by mid / late game.
When we use these taxis hiring / shipping soldiers there could be a fixed "price" for the trip, like 10 materials as fuel or something like that, and that's it. Only ETA needs to be calculated for the trip at this point (x2 to simulate leaving base, get to the haven and back). When the soldier arrives the taxi goes back to the pool. There would be no risks involved with the transportation so no calculations for this is needed.
I have absolutely no knowledge of what this mechanic would require of the devs to implement, but I presume this mechanic alone is fairly simple to implement if they wanted to.
Some complexity would show up when they must handle these transports en-route to a suddenly destroyed base for example, but I would also be OK if the transports were called teleporters instead and delivered people instantly ;)
Thank you, Yokes, for a very constructive discussion on this topic as I think this is one thing (among many other suggestions) that would make the game more fun for all of us.
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