That's the question!
In all of my (war)games, I have 2 types of walls.
1. They give cover against projectiles.
2. They only block movement.
Recently, I am doing more and more with a meat and support balancing math trick. But...this was in order to remove the cover mechanic. In these games. Walls only block movement.
The cover mechanic even allowed big tanks to take cover behind a group of fluffy little bunnies. As long as the bunny wall was bigger than the big tank.
I am looking at the cover mechanics again. Because things like a bunker should be a thing.
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IF...I were to allow both mechanics to be a thing. Then there are several "facts":
1.
There is a clear indication of those who fall in the cover mechanic department. And those who are not in that department. Cover and No-Cover.
2.
Cover department means that these units can give and take cover with others in the same department.
No-Cover department means that these units NEVER can give and take cover with others. In theory, not even with the Cover department.
3.
All-round units always earned their Cover. This is due to the cost calculation.
4.
Cost calculation for the Cover is cumulative. Cost calculation for the No-Cover is 5/6th rooted. If a meat or support design is cumulative, it earns the right to be in the Cover department.
The root of X*X is X. Thus, those that would get the same costs with both calculations, are all-round units.
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Point 5 would be...?
If a design has both the cumulative and the rooted calculation. In such way that for the cumulative the stats are lower. Then this unit can be in the Cover department. And has its stats lowered if it doesn't give and take cover.
While I could think of some weapons to be weaker.
I don't know how to do this with the bodies.
The most logical thing would be to simply have these units take multiple hits at once, when they give cover.
Another ponder I have atm is that if they units that take cover, loose the cover. Will they still take more damage as well? I think this is fair.
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What are your views on this?
Better to focus on only 1 type of game. The one where meat and support cannot take cover in general. There is more manouvers for the player on the board than just a combat resolution rule.
Only special designed units should give cover. Like the APC from Tib Wars. Or the bunker in Stacraft. Stuff like that would work much better. Even camouflage nets would count here.
Walls on the other hand are just going to be restriction to movement.
The problem here is. What weight should the cover mechanic get?
Support units would benefit the most of this cover mechanic.
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If we allow cover. The ammount that they can give cover to should be considered "a weapon". While the body part is thus weaker by this default.
This "weapon" could even be specializing in allowing certain attributes.
Organic Units could go in an APC. Thus allowing 4 times more to "enter" this units.
As for the "attack range" of this "weapon". It should equal the movement speed of said unit/structure. And the attack range of the one taking cover still counts for combat.
So, there is actual transport taken into account.
As for being able to shoot or not. What if the "weapon" would simply cost twice as much?
Either way. Here is an example:
An APC has transport of 300. This means that 3 rifleman or 1 rocket soldier can enter.
If the same APC has a transport of 300, and allows the units to shoot. It is still either 3 rifleman or 1 rocket soldier. However, they can shoot. And this version of an APC is more expensive.
If the body would be worth 300 and a weapon like a machine gun is 110.
The one with just transport would cost 700.
The one with transport that is able to fire would cost close to 900.
A little difference. But worthwhile.
It would be a difference of having 5 or 4 in this example. Thus transporting 15 riflemen that cannot fire, or 12 riflemen that do can fire.
Just some thoughts.