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Fosse
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U.S.A.
Mar 2002 time: 23:32
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Regarding Movement...
Freedom from tiles
Let's have a coordinate system. No more squares! It will allow for a great deal more variety in movement rates, instead of 1, 2 or three. Woo hoo.
We can have coordinates on the traditional flat map, but I think it would be even greater if implemented on a spherical map.
I like the mission and radius system for airpower a great deal, but don't think that I would enjoy it for navies.
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Trifna
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of anchovies
Jul 2001 time: 13:32
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There are basically two major groups in military (Iraq, Vietnam...): armed troops and support troops.
Of course troops may also support themselves on the field, pillaging or else. But another possibility (and often the only effective one) is support the troops. I just thaught that some AI-directed support troops could relay between your territory and your troops in another territory. It would be done automatically, the player wouldn't touch a thing about it (but the player could place units to protect though).
It would arrange alot of stuff about sending troop to war. War making more sense economically (you can pillage instead of support, and support may have a cost) and tactically (difficulty of invading would make more sense, protecting could be useful...).
Of course, some factors would have an effect on the capacity to support or pillage, like technology, money,terrain, whattever (up to be seen)...
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Sore Loser
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Aarhus, Denmark
Sep 2003 time: 06:32
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I'm not happy with the traditional supply system. In particular, it's boring that ships can go round the world without risks other than enemy ships. I think cities should be able to produce "supply" units that must be brought on long sea voyages, or the ship will take damage and ultimately sink.
As for interception, I don't think the solution isn't to create greater distances. Colonization had a decent offer on how to solve it, and I believe it could be used with good effect, with minor changes: If your ship is adjacent to another ship at some point during your turn and you then try to keep moving, there is a risk (depending on the armaments and maneuvrability of the ships involved) of having your ship halted, and exposed to the enemy's cannons next round.
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Kirastos
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Why don't we give ships some turns before they run out of supplies, like aircrafts, but not losing their battle potential till the end (like helicopters used to do in Civ 2). At the end, the crew would die, but the boat wouldn't sink, but stray according to the current (that means the development of new sea types of tiles and including sea currents). They could stray anywhere, sink if ever they reach dangerous zones, or reach coastlines and stay there. They could then be salvaged and recruid. Come to think of it, ships could be overtaken during combat (if it hasn't been damaged to much) with the supplies in it (that includes planes, bombs or missiles).
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wrylachlan
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I think a simple solution to this would be to have a chance that the terrain does damage to your units, and then a supply unit that nullifies that factor.
Every turn a ship is outside your waters, there is a percentage chance it looses a hp. That percentage chance is nullified by a supply ship. This only requires a slight change of code, and the addition of one unit.
You can use the exact same mechanism on land. When you're in enemy territory, there is a percentage chance each turn of loosing a hp. Having a "supply convoy" unit with you nullifies that chance.
Note that in the terrain forum, they're already talking about allowing some types of terrain to take hp from units, like deserts and swamps, so if they did that, the basic code to make this idea happen would already be in the game.
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Bleyn
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quote: Originally posted by Sore Loser
As for interception, I don't think the solution isn't to create greater distances. Colonization had a decent offer on how to solve it, and I believe it could be used with good effect, with minor changes: If your ship is adjacent to another ship at some point during your turn and you then try to keep moving, there is a risk (depending on the armaments and maneuvrability of the ships involved) of having your ship halted, and exposed to the enemy's cannons next round. |
I like this idea. Particularly if it was implemented so that the movement penelties started occurring as soon as you moved into the sight-range of the other vessel. Maybe just really small penelties for being two squares out from a say a battleship, with higher penelties for being next to them.
A patrol option could be added to ship commands, sort of like land fortify that would increase the penelties on enemy ships moving near by. Would represent the increased efforts of the patrolling ship(s) to find and stop enemy vessels.
Another potential bonus is in the diplomatic aspect. Being in a military alliance could negate these penelties for allied vessels.
What I really like though is its potential for making the sub and the carrier truely worthwhile in modern sea combat. Subs could move with impunity past ships like ironclads that can't possibly detect them. Nuclear subs could even be given a chance to sneak past ships that can detect them. Of course, subs wouldn't be able to slow down other ships. But a proper combination of subs and surface ships could be deadly. And I would argue for giving battleships and carriers at least a 1 square detection range on subs at some point in the tech tree to represent the fact that no modern self respecting navy with capital ships like those would ever move them anywhere without a proper escort of ASW combattants like destroyers and frigates.
And as for the carrier, it could have the potential for the longest sight-range/movement slowing area of any ship by extending the patrol concept to the planes on a carrier. So say a moving carrier with patrolling planes would get a 3 square sight-range. A patrolling carrier with patrolling planes might have a 4 square sight-range. This would be a very good way of helping to rectify one of the most glaring flaws in Civ3. The carrier is the King of modern naval combat in RL. But it is so weak in Civ3 that I almost never build them. And when I do, its usually as a way of moving planes to support a land invasion of an AI that has and is using air-power.
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