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Jon Miller
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teh atomoshpere is what I like about civ\
Jon Miller
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Jon Miller
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quote: I'm not a CTP person. I bought and played Civ 1, 2 and 3.
However, I did buy CTP 1 and played five or six games before putting it away for good. One thing that did make an impression was the improved combat handling over Civ 2.
I would like to see a carryover of this, like Trifna mentions, into the next version of Civ.
What about choosing actions for each of your units? A bombards G; D assaults G; E assaults G; F defends against H and I. B and C opportunity fire. Orders entered first, then actions carried out concurrently.
Your Troops......Enemy Troops
...B...D--------------G...J
A......E--------------H......L
...C...F--------------I...K
Actions could be:
Frontal assault (ala Kamakazi)
Assault (move, fire, move, fire)
Ranged attack (stay in position, fire)
Opportunity Fire (like cav/tanks when you pass by the position)
Defend
Fighting withdrawl (retreat, fire, retreat, fire)
Retreat
Flee (drop your sh*t and haul a55)
Different choices produce advantage and/or vulnerability. For example, choosing opportunity fire means nothing if the enemy doesn't advance on your position (out of range). Frontal assault is very costly when the enemy is in "opportunity fire mode"
Another example, counterbattery fire could be an option for artillery to artillery combat which we haven't seen at all in Civ. I love reading in the Civlopedia about Radar Artillery's ability to locate enemy artillery by tracing back the trajectory of the fire and destroying the enemy artillery. Can't really do that in Civ, can we? This new combat system may be able to incorporate those changes.
This would finally bring some "combined arms" concepts into the game, hopefully without too much micromanagement, because the additional work is the downside here.
Bottom line, adopting something like this would overcome one of my greatest objections to combat in Civ. Too much knowledge of the enemy reduces the combat into a decision tree analysis exercise of probability. What ever happend to "THE FOG OF WAR?" We all have seen the threads How come three of my Modern Armor units got destoyed attacking a Rifleman on a hill? People whine and complain a lot. Someone inevitably posts an application they compiled in C++ that will tell you when you should attack and when you should defend taking into account all bonuses of terrain, etc. Boring It's time for something new.
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Jon Miller
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Kuciwalker
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of Schmooism
Feb 2001 time: 00:32
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Stacked combat. There are enormous problems with this, but I'd like to detail a few:
1. Limit to the number of units on a square
This is bad. Really really really bad. It is a HARDCODED limit, even, and can be incredibly annoying. If I want the best defense in a city, no units can enter it. Moreover, it limits the size of my ATTACK forces. It places huge limits on the game and even really hinders scenarios. I like the "stacked" combat in Civ3 a la armies, in fact I think that that implementation is a great idea, but CtP-style stacked combat would ENSURE that I not buy Civ4.
2. Air units + bombardment
Civ3's current air unit system (which IMO is a huge improvement over Civ2) would function poorly here. Ditto for bombardment. Plus, scenario issues - Civ3's system offers infinitely more possibilities.
3. Ugliness
Combat in CtP2 (the only version I bought) was just plain UGLY. I hated it, it was tedious in a way that Civ3 combat isn't (not that Civ3 combat can't get tedious, but it does so in its own way).
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Fosse
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U.S.A.
Mar 2002 time: 23:32
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skywalker... I don't think that having stacked combat in automatically means a limited number of units on a tile... but as there is a discussion about this in progress I won't dwell on that.
I'd like to see a religion model left out. I know a lot of people talk about it, and it had a big list for the Civ 3 List... but I see this as something that really can't add a lot without just complicating things. This one is best left to the player's imagination, in my opinion.
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Jon Miller
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quote: Originally posted by skywalker
Stacked combat. There are enormous problems with this, but I'd like to detail a few:
1. Limit to the number of units on a square
This is bad. Really really really bad. It is a HARDCODED limit, even, and can be incredibly annoying. If I want the best defense in a city, no units can enter it. Moreover, it limits the size of my ATTACK forces. It places huge limits on the game and even really hinders scenarios. I like the "stacked" combat in Civ3 a la armies, in fact I think that that implementation is a great idea, but CtP-style stacked combat would ENSURE that I not buy Civ4.
2. Air units + bombardment
Civ3's current air unit system (which IMO is a huge improvement over Civ2) would function poorly here. Ditto for bombardment. Plus, scenario issues - Civ3's system offers infinitely more possibilities.
3. Ugliness
Combat in CtP2 (the only version I bought) was just plain UGLY. I hated it, it was tedious in a way that Civ3 combat isn't (not that Civ3 combat can't get tedious, but it does so in its own way). |
great points
Jon Miller
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Jon Miller
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I definitely don't want to watch any long drawn out battle
Jon Miller
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Carolus Rex
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Sweden
Jan 1970 time: 06:32
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What rah said; look at Civ 2 and not the squeeze-every-buck-out-of-the-Civ-franchise-by-pumping-out-crappy-sequels games that followed it...
And, please, no pictures of Sid (or anyone else from Firaxis) in the game!
Carolus
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Zamphyr
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quote: Originally posted by Boris Godunov
Screw that...make SMAC the starting point.
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As long as the cruddy unit workshop model isn't brought in.
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Fosse
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U.S.A.
Mar 2002 time: 23:32
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quote: Originally posted by Torkkeli
Infinite movement with railroads.
Infinite movement on land (units) is bad. |
How on EARTH did we not mention this so far?!?
I'd like to add... no railroad production boosts. I'm done with systems that force me to build absurd things in every tile.
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Jon Miller
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thety are not ballance that way
they shuold be set up from the get go
I don';t just want less units, I don't like the idea of power stacking
where you just have 1 stack go arround taking cities and the like
less units would just mean a smaller stacj
Jon Miller
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