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TFC3H ARCHIVE

MILITARY: Characteristics of units

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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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