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TFC3H ARCHIVE
MILITARY: Characteristics of units
Henrik Lindholm:
- Make it possible to combine arms. To link a few units of different type
into a higher formation. Late in the game you can form the aroured
division, consisting of two armoured units, one artillery and one mobile
infantry. these units would then recieve a bonus when stacked together,
portraying the help they give each other. This should take care of the
unrealistic waste of artillery at sieges for example.
Robert Breiten:
- I think that units should certainly have attack ranges. I would love to
see them have fatigue levels that could be raised by rest. Not only that
but a bar to indicate what percentage of people are left alive in a unit;
which could only be raised by going to a barracks to recruit more. The I
would suggest that could assign units to be staked and have them stay
stacked. I think the way the defense strength is only that of the most
defensive unit is wrong. The more units together the greater the strength.
Their should however be a limit to how many you can put on square of
around or stack.
Saad:
- I've entered your civ homepage. Actually I'm one of civ II game
enthusiasm. Here I would like to give some ideas for the civ III.
In civ II, the moving of the unit such as military units, settler is not
realistic. How about make it in civ III. Each units have more than one
styles, I mean let for an example a settler. If we move it to other
place, It will walk not just skip for square to another square with same
shape just like in civ II. And if we order it to build something (road,
ralroad, etc) It will move as It was building something.
Fred Cragg:
- Subs should be able to travel underneath surface ships like transports.
This would allow greater stealth for subs.
Tomek Piorkowski:
- Stealth Fighters and Bombers should be invisible.
- An option for Fighters to 'strafe' or take passes at enemy units. In
other words, allow fighter to fight only ONE (or other user defined)
round(s). This is more realistic, and will give extra strategic
considerations, because you won't lose the fighter but the enemy unit
might be damaged enough for an other unit to finish it off.
- Bombers were primarily designed to attack buildings, not units, so how
about being able to target City Improvements! Then, depending on how
many fighters in the area, there will be a chance that the building,
perhaps a factory, will be destroyed!
Eero End:
- Its also quite frustrating that I can't retreat (How can howitzer
(shooting range miles and miles), disappear after unsuccessful bombing??
I can understand lack of ammo - unit becomes useless until supply
caravan arrives, but this is some kind of nonsens to fix). There could
be many hitting "turns" on every military unit, so you can retreat or
stop wasting time.
Adam Gitner:
- In the ancient world, some nations had certain unique characteristics.
For example the Mongols were horsemen ergo Hormsemen units would be easy to make.
Sean M. Punch:
- New combat rules: Detonating nukes. Add a command for nukes that allows them
to be detonated at any time during their move. This allows airbursts over
enemy territory in situations where a direct attack on a unit is not possible.
Tim McBride:
- Units should have ranged fire! Artillery does not atackhead on charge
an infantry unit, this way they could fire from behind a line of
infantry. To offset the advanage lower the attack rating.
pcdoc88 (Unknown):
- They should create a mode where units such as artillary or battleships should
have an extended firing range (Much like Panzer General). This would be
helpful in creating short term military scenarios.
James Reisdorf:
- What's the point of having paratroopers when you can't transport them in
air units? Air units should be able to carry at least one air unit.
Johnson:
- I have this idea of adding another characteristic to units, that is
whether the unit is towable (transportable). A towable unit may be a
soldier or tank or artillery, etc. With that you could set up howitzers
mini air defences without having exaggerated movement points like 2.
There should be three characteristics in this case, LAND TOWABLE, SEA
TOWABLE, AIR TOWABLE.
You will then need special land/air transport units to serve the units
with new characteristics, which requires extra unit commands like
ALIGHT, FREEFALL, DEPLOY. Boarding and alighting from transports will
not cost movement as it will hinder units with little movement like the
howitzer from having a chance to attack and make them vulnerable to
surprise attacks. Seperate movement and attacking movement points may also help.
A howitzer has little mobility in reality, say 0 or 1, but then it could
fire a few rounds, with attacking movement points of 2.
ALSO more special characteristics. A sample is below.
Sample Howitzer attributes:
LAND ATTACK 10, AIR ATTACK 2, SEA ATTACK 1, LAND DEFENCE 3, AIR DEFENCE 2
SEA DEFENCE 2, MOVEMENT 1, ATTACKMOVEMENT 2, LANDTOWABLE, SEATOWABLE,
LANDBOMBARD, IGNOREWALLS.
Jason Atkinson:
- Each unit should have a differnt attack and defense value vs. sea, air
and land. Example: patriot missle, attack- air 5, land 0, sea 0
-this allows you to have mobile anti-aircraft units, distiguish between
pure air superiority fighters and fighter/attack aircraft such as the
F-15E Strike Eagle, provide more flexibility in custom units, give
modern units a limited capabilty to attack air
units (to represent Stingers and other such weapons) and let
helicopters have a limited attack cabibility against other air units.
- Make "stealth" a special cabability that can be
given to any air units in the rules.txt; stealth can fly over all units, ingnores
SAM improvements, and is invisible except when attacking.
- Distinguish between a WW1 or WW2 sub and modern sub,
German U-Boats did not carry NUCLEAR MISSLES! Make an older sub that is
slower can not detect other subs, can not carry missles, and make
a modern sub that can detect other subs, is faster, and can carry
missles, distiguish between the two in the special cababilities
in the rules.txt.
By D. Credé:
- Stealth should be really Stealth! This means that
Stealth fighters -and bombers should not be spotted by enemy until they attack.
Counterstep: if you discover Spaceflight you should be able to "view"
Stealth aeroplanes at 1 square distance.
THE FIRST CIVILIZATION 3 HOMEPAGE
© 1996-8 by Dorian Credé
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