Active City Defense

Suggestions and ideas for improving Shores of Hazeron

Active City Defense

Postby Deantwo » Thu Apr 09, 2015 4:26 am

Preface
As talked about on the forum, it is way too easy to hide a ship out of LOS (Line of Sight) of a city's defenses.
See: viewtopic.php?f=123&t=7460

So this little idea crossed my mind. Keep in mind that this is suggested without thought about damage/armor balance, these can and will always be a problem, so please avoid that kind of dissuasion. Also I am not suggesting this is implemented right now, but maybe in the future.

Active City Defense
By "active" I mean "not standing around and waiting for the enemy". Maybe "proactive" is a more correct word?
In other words, if the enemy is just beyond that hill, instead of just waiting for him to come out, send in the military forces!

Military Aircraft Base
When an enemy spaccecraft or vehicle is within the sensor range of a city, this military building will take a garrisoned troop from the city and put him in a Space Fighter with orders to attack the enemy.

Military Armor Depot
When an enemy spacecraft is landed or enemy ground troops are in sensor range, this military building will take a garrisoned troop from the city and put him in a Tank with orders to attack the enemy.

That should be simple enough to understand, right?

And if we wanna go crazy!
Military Spacecraft Hangar
Must have a spacecraft mothballed into storage (much like the Hangar).
When an enemy spacecraft is in sensor range of the city, this military building will take a garrisoned troop from the city and put him in charge of the stored spacecraft with orders to attack the enemy.

Why?
As said above, sitting and waiting for the enemy is never gonna work.
A good offence is a good defense. You know all the good war sayings I am sure.

This would also mean that you can't just sit around and plan your invasion behind the hill or moon.

Problem
Of course these ideas are currently impossible. We don't have NPC fighter pilots yet, and we don't have Tanks yet. And using a troop as a temporary officer for defense is also not supported currently.
Also ground/city path-finding is still horrible.

But this just means that we have other things that needs done first.
More pressing is the damage/armor balance, and low tech level vs high tech level.
Last edited by Deantwo on Thu Jul 02, 2015 11:40 am, edited 3 times in total.
AnrDaemon is the solution to the [s]Fermi Paradox[/s] Hazeron suggestion flood problem, the great suggestion filter.
User avatar
Deantwo
 
Posts: 4925
Joined: Fri Jan 25, 2013 4:38 am
Location: Rævehale

Re: Active City Defense

Postby NUMBERZero » Thu Apr 09, 2015 10:55 am

The depot should also wheel out anti-space artillery for orbiting ships on the other side of the planet. Make the air base spawn a space transport to carry the artillery piece to a place underneath the attacking starship.

This would make it important for the ship to maintain air superiority underneath it. Although it might be able to effectively guard its area if it were to just hover, but I suppose that's where the tanks can come in, I just realized.
Official Syndicate SS Officer
Haxus wrote:@AnrDaemon, Paula is convinced you are a professional troll.
User avatar
NUMBERZero
 
Posts: 1669
Joined: Sat Jan 15, 2011 6:18 am

Re: Active City Defense

Postby armin30 » Fri Jan 22, 2016 12:48 pm

Very good idea would definitely add more flavour to the game. Its just too damn easy to take city and wipe civilians with a turret while stationary above the city.
armin30
 
Posts: 157
Joined: Fri May 13, 2011 7:35 am

Re: Active City Defense

Postby Phenoix12 » Thu Apr 20, 2017 2:37 pm

I love this idea a lot.

It would also be nice if we could actually get more troops out and about defending cities... currently like only two troops appear at your town square and 1 at each military flag and only respawn from the reserves when they die.

Having a new building type or something that will actively spawn in troops from your reserves when it detects a city under attack would be great and make cities more able to defend themselves from attack.

Currently you can just take a city small force and yourself setting up on flags and killing the soldiers one by one as they spawn in before they have a chance to fire back. It would make it so much funner and harder if defensive troops would actually deploy from bunkers/barracks when you attack making you have to fight off much more resistance.

Combined with aircraft and tanks it would make a fight for a city a real battle that you'd have to commit much more troops, armor, and fighters to actually secure victory.
User avatar
Phenoix12
 
Posts: 165
Joined: Sat Aug 27, 2016 4:28 pm

Re: Active City Defense

Postby Celarious » Thu Apr 20, 2017 2:52 pm

Phenoix12 wrote:I love this idea a lot.

It would also be nice if we could actually get more troops out and about defending cities... currently like only two troops appear at your town square and 1 at each military flag and only respawn from the reserves when they die.

Having a new building type or something that will actively spawn in troops from your reserves when it detects a city under attack would be great and make cities more able to defend themselves from attack.

Currently you can just take a city small force and yourself setting up on flags and killing the soldiers one by one as they spawn in before they have a chance to fire back. It would make it so much funner and harder if defensive troops would actually deploy from bunkers/barracks when you attack making you have to fight off much more resistance.

Combined with aircraft and tanks it would make a fight for a city a real battle that you'd have to commit much more troops, armor, and fighters to actually secure victory.


More fun*
Image
User avatar
Celarious
 
Posts: 407
Joined: Sat Apr 09, 2011 1:20 pm
Location: EVA

Re: Active City Defense

Postby Deantwo » Fri Apr 21, 2017 1:53 pm

With the new ADIZ it would be nice if military airfield buildings could spawn space fighters that can engage the enemy as long as they remain in the ADIZ. Of course need fight pilot AI first.
AnrDaemon is the solution to the [s]Fermi Paradox[/s] Hazeron suggestion flood problem, the great suggestion filter.
User avatar
Deantwo
 
Posts: 4925
Joined: Fri Jan 25, 2013 4:38 am
Location: Rævehale


Return to Arena of Ideas

Who is online

Users browsing this forum: No registered users and 1 guest