I agree that the capability for a unit to act at full strength as both a (space and air-capable) Flight and a Ground Unit does provide some extremely advantageous versatility. I agree that balance dictates that be a rather costly capability - perhaps 1.5x or 2x the cost of Atmospheric? That'd basically guarantee that it's only low-C$ units that can get this treatment, as (even more so than Atmospheric) it becomes absurdly expensive to apply such an ability to a C$ 12 unit.countercheck wrote:I sorta feel that flights make the most sense for having a Transitional ability. Ground units that fight in space might be called Marines, and halve their stats in space combat, the reverse for ships... they are fighting out of their element, and should suffer some sort of penalty. Unless we're looking at truly 'amphibious' units equally capable in space or atmo, like dropships, in which case it doesn't matter whether they are space or atmospheric, and can be coloured any way you like. Though they provide you with a planetary assault force that doesn't need to be transported in assault vessels, so the ability should be priced accordingly.virtutis.umbra wrote:Tyrel Lohr wrote:... create a separate ability to encompass the benefits conferred to ground units. The ability would let ground units fight as flights in space combat, being based from Carrier or Assault. As for the name of the ability, we could be somewhat honest on what this represents and just call it Mecha, though Transorbital would be a broader term with fewer setting-specific connotations attached to it.
How about EVA or Zero-G?
I don't think Marines is the same ability. That one already has specific mechanics within the game system that I think stand on their own and make sense, and they excel specifically at a) invasions and b) boarding actions (offensively or defensively). They certainly don't do much independent moving around / fighting in space, and there's no reason to lump that additional ability in with their existing bonuses. I'd like to see more ground unit options, rather than strengthening the existing abilities.
Then there is the Transformative capability for Flight units from 1E, except that the Transformative units made decent Flights but pretty poor ground units. That's sort of the opposite of what we're going for here.
Finally there's Atmospheric, that has a high cost but lets starships or flights assist in ground combat operations as close air support, basically becoming (limited) ground combat assets with some severe restrictions (mainly that they cannot count as garrisons or defend a system's planetary assets from invasion on their own).
Something more like Mecha or jetpack infantry or similar units, a powerful ground unit that's still vacuum-maneuvers-capable is the missing side of the polygon. I think that letting them operate as half-strength Flights would be valid.