Uncolonized systems and ground units.

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Iron Knight
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Uncolonized systems and ground units.

Post by Iron Knight »

Just a quick question. Is there anything preventing a ground unit from landing on an uncolonized system? I've always thought this is allowed but I can't find any rules to say one way or another.
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Post by mwaschak »

It is allowed. Basically you are not occupying much, but you can certainly occupy it with ground forces.
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Post by Tyrel Lohr »

I have always allowed it. This is of course the easiest way to put a supply depot in place on an otherwise uninhabited planet/system.

The danger to the person doing this is that it becomes much easier for ground forces to be cutoff and blockaded, as the uninhabited planet can't possibly provide supply to them. Given enough time and the ground units will all be removed from play due to being out of supply.
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Iron Knight
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Post by Iron Knight »

Thanks :D

It mades sense but since I am running a game now it is good to know that I am not assuming to much with rules I've played with in the past.
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Post by murtalianconfederacy »

I always thought it wasn't, but I'm happy it is...
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Post by wminsing »

Makes sense to me, no real reason units couldn't land on an uinhabited planet- besides, when placing colonies in contested space it might make a lot of sense to send in soldiers to secure the planet first, then bring in the settlers.

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Post by MarkG88 »

I have a follow-up question to this topic. Is it realistic to allow fighter basing on a system with a supply depot and troop garrison? Name any island in Pacific in WWII that had an airstrip and a port for my historic "wet navy" line of thinking here.

If a supply depot is "good enough" to allow a system to be a supply hub for major naval forces (i.e. ships) surely its presence would allow fighter flights to be based there. My thought on this matter is.........supply depot = supply source = good order system with 3+ census and 3+ productivity...............so a system with supply depot (and a token troop garrison of some sort is fine for "ground crews" say 1 ground unit per wing, aka 4 flights) can hold same amount of flights as a system with 3 productivity (theoretically 36 flights, but I prefer the 4 x productivity rule, so 12 flights).

This could lead to a ground unit micro tech "fighter support" unit if a specialist unit was required instead of any average ground unit. The fighter support unit would be a 0 attack, 2 defense, 1 attrition, d0 ground unit (strictly defensive, lightly armed basically) able to support 4 flights in "hostile" (non supply source) environments in conjunction with a supply depot.

Again, I like taking real world military strategy and logistics situations and transfer them to sci-fi space settings, that is how my evil little mind works.
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Post by Bandit »

I would be against this idea, if only because of the fire power that fighters bring to the game. 12 fighters may not seem like much, but when encountered consistantly they will happer the movement of rivals drastically.

I have experimented with a Fighter Garrsion type of installation for the Tech Book for uncolonized systems, but I have mixed feelings on it.
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Post by Iron Knight »

It seems like supply would be easy to cut off, unless the system could produce supply by being a 3 cen/prod system. Supply depots have to be in supply to work, so unless the flights can project into deep space they'd be unlikely to survive. I could see this being a problem if it stacked though (unless it had a high maintenance).
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Post by Charles Lewis »

Bandit wrote:I would be against this idea, if only because of the fire power that fighters bring to the game. 12 fighters may not seem like much, but when encountered consistantly they will happer the movement of rivals drastically.

I have experimented with a Fighter Garrsion type of installation for the Tech Book for uncolonized systems, but I have mixed feelings on it.
One of the objectives of CSCR 2.0 is to tone down fighters a bit, so this might not be as obnoxious as it could be. I would still put serious limits on basing for such a scheme.
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Post by nimrodd »

Charles Lewis wrote:
Bandit wrote:I would be against this idea, if only because of the fire power that fighters bring to the game. 12 fighters may not seem like much, but when encountered consistantly they will happer the movement of rivals drastically.

I have experimented with a Fighter Garrsion type of installation for the Tech Book for uncolonized systems, but I have mixed feelings on it.
One of the objectives of CSCR 2.0 is to tone down fighters a bit, so this might not be as obnoxious as it could be. I would still put serious limits on basing for such a scheme.
I would make it a new unit, "Remote Fighter Base" that could handle 1 wing of fighters (4 flights). It would have a Cost and Maint comparable to the Supply Depot. You could place more than one in a system (up to Capacity). I don't think that any unpopulated planet should be able to host the same amount of fighter power as a populated planet.
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Post by Bandit »

Charles Lewis wrote:One of the objectives of CSCR 2.0 is to tone down fighters a bit, so this might not be as obnoxious as it could be. I would still put serious limits on basing for such a scheme.
Where is the desgin team with CSCR 2.0? How soon before we can expect a release or preview?

Just curious.
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Post by Charles Lewis »

Bandit wrote:Where is the desgin team with CSCR 2.0? How soon before we can expect a release or preview?

Just curious.
It's on hold at the moment as we were busy getting MAS wrapped up and out the door, and Tyrel is busy finishing up Star Charts. I expect we'll get back to CSCR 2.0 as soon as Star Charts is out the door.

CSCR 2.0 is very important, particularly for the long-term sucess of the system, but there's always the drawback of time limitations when you can't do this for a living.

I think I can speak for Jay and Tyrel when I say that we want to get something in the community's hands, at least as a draft, as soon as we can. :)
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Post by Tyrel Lohr »

I think a Fighter Garrison facility as outlined would be the best solution for allowing the deployment of fighters to forward locations. One wing per garrison is a good number, and a cost to build similar as a supply depot would be appropriate though I would make maintenance cost be about half that, as you have to pay for the fighters, too.

As for CSCR 2.0, as Charlie said it hit an impasse by the work on MAS and Star Charts. Once Star Charts is done, we can coordinate efforts a bit better. Jay has a reworked draft of scenario generation, and I have been agonizing over formation bonuses and other elements. Between the three of us, we just have to sit down and decide what the best solution for playability is going to be.
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