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Suggestions / uses for marines
« on: November 27, 2018, 07:06:10 PM »
I have a use for marines that would be super helpful for early-game players; having marines whose wages you can afford prevents crew from deserting due to insufficient wages.
Also; having marines in your fleet after a lost fight where you lost ships and then disengaged, losing you the ability to recover said ships after the fight, pops up a screen similar to the "ship recovery" popup that allows you to allocate marines to your lost & abandoned ships to secure their hulk from breaking apart, secure its orbit so it'll remain on the map as a salvageable wreck and then prevents other factions from salvaging said floating hulk until you've had time to recoup and come back, so that losing the XIV Onslaught you found at level 3 to getting caught out by twenty dozen Ordos at the same time isn't necessarily time to reload bc you're given the option (if you kept a platoon of marines on hand to secure your assets) to come back and get it later.
Also, an engage option similar to "harry their retreat" that's useable on expeditions raiding/bombing a colony where instead of engaging the fleet in a fight you commit your marines & ground-expedition forces to countering the enemy's assault and forcing them to engage you and if they can't engage / kill your fleet and get the "clean disengage" bonus for a won fight they have their operation disrupted, forcing them to peel off of a planet, in case your fleet isn't actually big enough to run the fleet off so you have a way to still get involved by giving the planet / faction time to get a fast reaction fleet there to defend
Also; having marines in your fleet after a lost fight where you lost ships and then disengaged, losing you the ability to recover said ships after the fight, pops up a screen similar to the "ship recovery" popup that allows you to allocate marines to your lost & abandoned ships to secure their hulk from breaking apart, secure its orbit so it'll remain on the map as a salvageable wreck and then prevents other factions from salvaging said floating hulk until you've had time to recoup and come back, so that losing the XIV Onslaught you found at level 3 to getting caught out by twenty dozen Ordos at the same time isn't necessarily time to reload bc you're given the option (if you kept a platoon of marines on hand to secure your assets) to come back and get it later.
Also, an engage option similar to "harry their retreat" that's useable on expeditions raiding/bombing a colony where instead of engaging the fleet in a fight you commit your marines & ground-expedition forces to countering the enemy's assault and forcing them to engage you and if they can't engage / kill your fleet and get the "clean disengage" bonus for a won fight they have their operation disrupted, forcing them to peel off of a planet, in case your fleet isn't actually big enough to run the fleet off so you have a way to still get involved by giving the planet / faction time to get a fast reaction fleet there to defend