Units will become more powerful when you update it them.
And you won't need to disband them, just kill them off fighting a war. Every little helps.
As there is such a variety of units and needs will change over time, would it be possible to disband units that are no longer wanted?
There could be a return of, say, 80% of the manpower and 50% of the build costs to represent men and equipment being freed up for newly forming units. Also maybe a time penalty of, say. half the build time between the disbandment being ordered and the unit disappearing back into the resource pools.
Units will become more powerful when you update it them.
And you won't need to disband them, just kill them off fighting a war. Every little helps.
Yes, true, but absent any war redundant units still eating resources in daily upkeep which I might want to free up. Updating them through research also costs time and resources, of course. In S1914 there aren't really any units that become redundant as the game goes on, and warfare is pretty much perpetual. Here I think the case may be different.
The game needs a way to disband units that are already useless if you make the mistake of building a lot or build the wrong regiment. But I guess that receive resources back isn't good, just to make the player think 2 times before start production.
Maybe not so much to disband but to make inactive, like the inactive reserves of a real country. They can be brought back in 25% of the time, but only cost 20% maintenance. They would be really disorganized though like 55%.Wilhelm von Roos wrote:
The game needs a way to disband units that are already useless if you make the mistake of building a lot or build the wrong regiment. But I guess that receive resources back isn't good, just to make the player think 2 times before start production.
Good point. I still think there ought to be some sort of return from a disbanded unit, but maybe just saving the upkeep costs and not having to continue research on a large set of unwanted units is enough.Wilhelm von Roos wrote:
just to make the player think 2 times before start production
I've started my game with a militia unit, although i'm sure there are many reasons to not have a disband button I really dont want this militia, im tempted to throw it away, but then I have my stats to think about :p
There are even for some militia unit reasons to hold it in the army - putting it into nowhere makes it harder for spys to capture concrete army informations. Just an example...
And on attack it will also deal damage so the damageoutput of your army rises.
Id rather use the upkeep elsewhere, esp if I'm concentrating on upping my inf research level and neglecting my militia.
maybe an "upgrade" option could solve your problem?
When you have the option to upgrade a Militia to infantry or a light tank to a "normal" tank? Its an idea which maybe can make it into the game.. who knows.
Nah, we can't build a Tiger with a Panzer IV, or a B17 with a P51. Upgrade makes no sense.rastermannMB wrote:
maybe an "upgrade" option could solve your problem?When you have the option to upgrade a Militia to infantry or a light tank to a "normal" tank? Its an idea which maybe can make it into the game.. who knows.
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