We've had multiple missions that where on a timer. I haven't seen any which wasn't
-First kaiju: Held off by K-com units, time allows it to be destroyed
-Second Kaiju: Naval support from the locals
-Third Kaiju: Send a couple of APCs while preparing to use the time to zerg swarm the Kaiju
-Fourth escapes because we couldn't hold it off long enough for the Italian military to show up
In all cases the locals have attempted to fight them off themselves and it always had the implication that if we can hold them off long enough the local military will assist with enough force that we should be victorious.
I increasingly feel like you are deliberately trying to waste my time.
You are correct in that all missions have involved some degree of NPC assistance, usually gated behind a timer. The naval example is debatable, since there was no mention of further units being scrambled, but there was mention of other ships being posted along the shore, and it's not
unreasonable that some could have come to reinforce the city within an hour or so. That said, I really don't think these are persuasive arguments in favor of trying to last longer during battles.
The description of the first kaiju's destruction implies that it was the near lethal damage we inflicted which allowed the military to defeat it--and even beyond that, the military was holding position ("dug in infantry"), so they would not have arrived to help at any point. Even if they were coming, we would have had to survive at minimum 50% longer than we did for their reinforcements to arrive (the spider stopped for twenty minutes after finishing us off). The second and third kaiju explicitly would have destroyed very large amounts of the city if we had not been able to stop them; the second had been in the city while we were fighting, and the military had chosen to write off most of the city instead of engaging it. In the fourth fight, the kaiju did indeed destroy 75% of the city due to how long we took fighting it, and again the military never arrived to defeat it.All that being said, you do have an argument. If city damage is not a good metric for success, and the "timers" aren't
substantially longer than our combats have tended to be, then trying for extended battles may be a viable strategy. Frankly, the evidence seems to be against this, but I'll have to ask Dev to clarify.
Toughness buffs work both in cost of units (they reduce how many replacements you need to buy) and in practicality (more defense = more time on the field = more damage).
Again, this only applies if the units are attacked. In an expected TPK scenario, then yes, 100% of your buffed armor will be used, and thus will provide 100% value. However, in a scenario where we take only 50% losses, only the 50% of units with the highest individual damage will be attacked, and therefore only their armor will matter.
Ideally, I think we should design units to help us minimize casualties, rather than optimizing them for complete failures. Therefore, it's useful to armor the units that will get attacked first, as we
will get use out of those units, whether we do very well (like in the last fight), or do very poorly (as in the fourth fight). Optimizing only for the latter leaves us in a worse position.
More damage isn't an end all in killing kaiju, as far as I've seen.
And you base this off of... the fact that 20% of the Kaiju we've faced were killed by an external force? The first was killed by military that explicitly had an easy time thanks to the damage we dealt. The second and third were killed largely by us, with only minor assistance from military forces. Nothing mattered in the fourth fight beyond the damage that we did. The fifth fight we did receive assistance from an allied miliary, but was still largely killed by K-com forces.
Exclusively building glass cannons isn't optimal, no. I'm not arguing for that. I'm arguing for a balance between high damage but fragile units, and
higher damage and very tough units, to exploit an apparent weakness. You're arguing to ignore that weakness and assume randomized targeting, which we have no evidence for.
Indeed, toughness that isn't actually touched is useless, because it does not affect the outcome of the battle. If you spend 500 on making your DPS units tougher, and none of them die (or, as seems somewhat likely, they all get oneshot anyway), then you effectively gained nothing from spending that money, when you would have definitely gained something from spending 500 on better damage--likely a faster kill, which means less city destruction, which means better pay. And less kaiju attacks suffered, for us. More damage is always good, you can't have too much damage.
In all the fights we've seen so far it has mattered. We haven't seen one fight where we took no casualties. We've seen a couple where we took 100% casualties. If we can't bring it up to the point that we'd get at least two hits in, then you'd be right...but the same could be said if you upgrade your weapon and it doesn't reduce the hits to kill on the kaiju. That doesn't mean upgrading a weapon is useless, it means that you took a specific case where it would be useless entirely to imply it would always be the case.
Sigh. Yes, the snipe about light armor being useless wasn't a good argument. The rest of my point stands. If you design units that have increased toughness, and only half of them get hit, you effectively gained no benefit from half of the upgrades. If you design units that have increased damage, and only half of them get hit, it... doesn't matter. Whether they all survive (the outcome we want), or they all die (an outcome we've had before), if they were alive for some period of time they got to shoot at the Kaiju.
Also, I haven't been arguing this point, but there's also the fact that focusing armor on a limited number of units should be just as efficient or
more efficient than spreading it among all units, even over a longer period of time. This, at least, is mostly theoretical--I can draw extrapolations from the prices and stat distributions only from base units, since I don't have much data on improved units.
If we really want to, we could come up with some way to aggro the kaiju (ex pheromones from parts, irritating sonic/chemical weapons, or just a bunch of flashing lights)...though I doubt infantry would be the ideal placement for such tools.
These are all awesome ideas which I fully support. I'll happily throw kaiju bits at you, if you want to use them to develop such a thing. Free of charge.
I'd rather convince someone else to be the decoy then sending my own dudes out for that job :V
You're the only person working on high durability tank units. Egan's
planning to work on high durability catgirls, but as you said yourself, infantry would not be the ideal placement of taunt tools.
There's also the fact that this is, y'know, a cooperative game. We succeed or fail together. That's... kinda why I'm trying to explain optimal strategy to you, at all.
I'd be much happier right now if this were adversarial, so I could sit back and cackle as you shoot yourself in the foot.