Unit Option When Damaged Change Into Different Unit (Weakened Battleships)
-
@waxfingers said in Unit Option When Damaged Change Into Different Unit (Weakened Battleships):
My full idea is I want to have a way to make SBR damage be more permanently lasting and also have players keep fighters for defense back home to try to deter or respond to it (as Germany did).
While the initial SBR in the war didn't really amount to much but casualties, apparently near the end when the US put money into doing it and targeted transportation and oil facilities it started to work as a strategy, especially when some material production was actually fully shutdown.
My idea is to reduce the territory PUs to a permanent level, perhaps even 0 if not dealt with. The way I have seen to do this is to perhaps have a particular unit/facility in the territory which gets bombed. This unit/facility would then convert to another unit because of the bombed value. The condition is whatever that bombed out value unit is less the territory value (if I can grab that somehow) is the amount of PUs lost taken as a national objective/convoy type of thing (which I got to work) to a maximum of the territory value. So basically the game adds the territory PUs but then this bombing convoy takes them away again
Actually what you want is not hard to achieve. Basically, you use the old strategic bombing rules from the Classic edition which take away IPC's not production capacity.
Make sure that "SBR Affects Unit Production" is set to false. Set "Territory Turn Limit" to true.
If you want to be able to bomb territories without factories, you would need to create a new unit type with "canBeDamaged" and "isInfrastructure" set to true in the places without factories. This would make every territory bombable.
-
Hi @rogercooper
OK I will check that out. I am not sure if it does exactly what I am proposing though. Would removing IPCs mean a single bombing run takes away so much IPCs for that turn only? Or does the damage and consequence persist if not repaired?
My idea is more of a continuous drain if not dealt with and repaired. Also, I wanted the major territories to be a little bit resistant to it (would need like 3+ planes or separate bombing runs to do enough damage to have an effect). That is why the math was territory value less bombing value is the amount of IPCs lost. So if territory is 5 and bombing was only 3 then nothing happens to IPCs.
-
@waxfingers said in Unit Option When Damaged Change Into Different Unit (Weakened Battleships):
Hi @rogercooper
OK I will check that out. I am not sure if it does exactly what I am proposing though. Would removing IPCs mean a single bombing run takes away so much IPCs for that turn only? Or does the damage and consequence persist if not repaired?
My idea is more of a continuous drain if not dealt with and repaired. Also, I wanted the major territories to be a little bit resistant to it (would need like 3+ planes or separate bombing runs to do enough damage to have an effect). That is why the math was territory value less bombing value is the amount of IPCs lost. So if territory is 5 and bombing was only 3 then nothing happens to IPCs.
It would not be persistent. If you want persistent damage, just make damage to factory capacity unrepairable.