Total kills during battle night - KIA of enemy team (Directly applied to fleet thats attacking)
Total assists during battle night - Total wounded of enemy team (Directly applied to fleet thats attacking)
Total deaths during battle night - Total losses of your army
Objectives taken - count towards increasing money or brigades earned by planet upon capture.
Army Assets at beginning of war
10000 cash
1 Primary Assault Fleet (Worth ten thousand troops. If destroyed, restarts at no cost back at home planet)
20 brigades to place as needed for warfighting purposes
2 Battle groups
CHANGES: Planets recruit brigades along course of war
2 brigades a week
1000 cash/week in planets owned IN home cluster
500 cash/ week in planets owned in 2nd row from home
300 cash/ week in planets owned in 3rd row
200 cash/ week in planets owned in enemy territory (NO Brigades through)
Brigade:
Max Allowed - N/A
Strength - 500 troops
Cost -
Purpose -
Cost to destroy - 500 Kills or other option that destroys Brigades
Mercenary Unit
Max allowed: -N/A
Strength - 200 troops
cost - (Still working out details)
Purpose -
Cost to destroy - 200 kills or other option that destroys Merc units
Orbital Defense Network
Max per planet - 4
cost (Still working out details)
Purpose
Cost to destroy one - half the combat effectiveness of a battlegroup
Battle Group
Max Allowed - 10 (Same as a primary assault fleet)
Strength - 1000 troops available for attack
Max per side - unlimited
cost - 15000
Purpose - to invade a planet or used against an enemy assault fleet
Cost to destroy one - Killed by 2 ODNs, another battlegroup (Both wiped out if both even on strength)
Medical Unit
Cost
Purpose - heal 200 troops (Wounded only)
Cost to destroy one - Used up after one use
Fighter Group
Cost -
Purpose - kills 200 troops before they reach the ground, or 100 purely attacking the fleet (But destroys fighter group)
Cost to kill one - Fighter escort assigned to ship.
EXTRA THINGS TO NOTE:
Orbital Bombardment used on a planet would rightly piss people off. No recruitment or reduced recruitment if own planet.
If enemy fleet loses all lives, it is sent back to home planet and must re-deploy
If two fleets are right beside each other, then they may directly attack one another.
Landmines will also piss off a planets population and reduce the economy if placed too often, and may reduce the effective economy of the planet. 50 less cash or 100 less.
K/D Ratio of battle night for each army should be applied to all auxilaries to determine the effectiveness of that engagement, which might not imediately take a planet or objective.
Dunno. Just figured it'd make things cool. Likely too hard to implement, but you'd be managing assets like a mofuggin boss.
I guess the primary changes would be:
Larger Engagements (With so many troops and stuff)
Attacking a planet means you have to tend to the fleet. It isnt just some invincible thing you can move anywhere.
Losing closer to home colonies affect flow of cash and supplies. So maybe those same routes used for slipspace jumps are supply lines or something.
Sounds pretty cool in my head...might end up being stupid. Just trying to be proactive.
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