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Air combat
This poll is closed. |
| Civ3 style... airbasing and strike missions |
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16 |
80.00% |
| CTP2 style... as is |
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1 |
5.00% |
| Other... explain in thread |
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0 |
0% |
| Put wings on bananas and throw them |
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3 |
15.00% |
| Total: |
20 voters |
100% |
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MrBaggins
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I was reading a post in the Civ3 forum, and remembering my experiences of playing Civ3, then thought about my latest CTP2 playtest game... and came to this conclusion.
Civ3 air combat is better.
that is...
Aircraft are "based", and missions get launched from those locations... and happen "in-turn". Aircraft don't finish hanging in mid-air.
The problem with aircraft hanging in mid air has been around since Civ2 (although that was fudged by ignoring AI fuel, IIRC.)
Basically... only units of one nationality can occupy a single tile. If you wish to do otherwise... then its best to design it that way right from the start, because its a massive undertaking to change after the fact.
The issue with this is partly believability, is partly an exploit, and also partly an AI issue. Believability-wise... the worst example possible is that aircraft (say fighters) can block passage of submarines, if they end their turn in the path of the sub.
This leaves an admittedly minor, although still obviously cheesy exploit. I used it myself... but then thought how cheap it was. I blocked a group of enemy subs from my sub, by a ring of aircraft, then bombed them, before finishing the last one off with my sub. My sub should have been killed by those subs, however.
The AI doesn't deal well with aircraft. Aircraft, as its been mentioned before, don't move like regular units. Aircraft basing and missions are far easier to deal with for the AI, than dealing with map movement and fuel and so on, and so forth.
CTP2... especially given the source... allows for a more sophisticated and rewarding enhancement to the Civ3 style system...
You could stack airpower... so fighters go along with bombers on their runs... also... we could include strike aircraft... like Stukas or S3's that could be included in strike packages specifically to suppress anti-air units.
I haven't thought too much about the orders attack and defense should take place... or how active air defense and so on should work given this... but I think its just a matter of making choices.
So... any thoughts?
Last edited by MrBaggins on 30-01-2004 at 19:38
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July 24,2005 Ctp2 Tiles in sig!
May 1999 time: 21:33
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Mr Baggins,
I do agree Civ3 style is better. THe basing thing works. BUt if you guys hope to make it for CTP2 please also include some of the modifications that they've also added:
Not all bombing runs are lethal, they'll weaken but not kill. In Civ3 I've used this to prevent enemy attacks but cant totally destroy them which is a better simulation of air support, because Airpower doesnt destroy units but can make them combat effective.
People including me mod civ3 so bomber cant go on carriers only fighter (using air+tac mxl) this makes airbases have to be used and gives more purpose to fighters than just air supperiority.
Thats the other thing that'll need to be done (and improved on) the air supperiority and air defense. I've seen it work better in C3C and had plans shot down by fighters but Air defenses havent been that good.
Plus "precision bombing" where a bomber can target improvements would be cool too.
Finally as an improvement and like you said have specialty role aircraft. Like close air support, long range bombers, stealth. The way I mod it in Civ3 is to have heavy bombers with blitz ability (can bomb more than once in a turn) naval aircraft (fighters with weak bombard but do provide air support). Stealth fighters (have the hidden nationality flag so they can bomb, but not kill, when not at war like a flying privateer) and the Stealth bombers I actually use as long range, hit from anywhere bombers since they do a lot of missions flying around the planet these days (attack once, very expensive).
Jut some hints into how some people use airpower which I think can add fun to the game because I do think Civ2 and CtP2 moving planes isnt that great (but is cool for helicopters!)
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MrBaggins
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Agreed about non-leathal bombing. As a unit flag... of course... as it is in Civ3.
We should also retain the capability to perform full standard attacks by planes on other armies (in city or not.) That is that they are still able to fight "to the death", fully engaging with other troops, but also being vulnerable.
One of my favorite uses of airpower in CtP2 is a largish... like a 7 stack bunch of Stealth Fighters... direct attack on land units, and cities. They can usually decimate even a larger (pre SAM) force... they normally only have a problem against massive armies fortified in cities... especially since they turn veteran, through the process.
Bombarders should have a chance of becoming veteran, by bombarding, too...
Regarding modding what can land on a carrier... CtP2 already has a good in built system, that easily allows this change: it has a unit carrier flag, and allows specific movement type & size classes to be carried... thus you can specify being able to carry bombers, but not fighters, already. It even allows you to specify that the active defense of a unit (say the aircraft carrier) is enabled by carried units.
The only way the system could be improved, really, would be to allow for a couple more size classes... Tiny and Huge (alongside the existing small, medium and large.)
CTP2 has a great system of air superiority and air defense already... active air (plus land and sea) defense at a particular range, in particular... thus layered defense is possible. The only addition I'd like to see is the possibility of a unit flag, where the unit negates one active defense attack on the army its in.
The problem with the AI, is that its planes have a habit of falling out of the sky... usually only harasses with its airpower... and that the human probably has air supremacy, by the time the first AI plane is developed.
Agreed that four flags for ground bombarders, specifying if it targets population, city improvements, defensive improvements and/or units, would be an ideal and flexible way to deal with this... basically allowing for precision attacks, carpet bombing or whatever.
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MrBaggins
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We can say with a large degree of certainty that the AI *can* handle immobile units... as per the immobile (0 move) militia in Cradle, for example... the thing you don't want to happen, however, is for immobile units to be grouped with mobile units and tasked with a particular siege or harrassment mission, for example.
As for ranged bombard... a flag is in place... but since its one in the case of every bombarding unit... I'm not sure how the AI would react. I could do a test with the cheat editor, I guess.
However... we don't want to use *that* method...
CTP2, as I mentioned, has active defense... for land, sea, and air. This means that when an enemy unit (of that particularly movement type) approaches within that range, then it automatically defends vs the approaching unit.
This makes for particularly useful and interesting defensive possibilities, like different ship types having different active air defense ranges, that take effect at range 3,2 & 1, for instance.
This does mean, however, that we can't just use a system of aircraft being immobile, and bombarding at range... the attack has to have a path, and hence movement, to determine if and where active defense is used, versus your attack.
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tyrantpimp
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This might be slightly off topic but one of the things that allways bugged me was that theres only one carrier type in CTP2. Its kind of smallish too what do you guys think about super carriers and that sort of thing? Could make for some interesting situations.
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MrBaggins
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Only matters if we can get the AI to use airpower effectively, and more importantly, regularly get the game to the modern age, where the AI is on decent enough footing to build and use airpower.
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MrBaggins
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Here's what I'm suggesting.
A few different mission types... including strike mission, and attack mission. (along with ferry and recon)
Strike mission would work as follows
- You select a strike package. A stack of air units.
- You choose the strike action, and a target, optionally including waypoints. The strike action is only available if all selected air units have the CanBombardLand/Sea flag.
- The units move (without blocking) along the designated path, to the target, until they reach their closest bombard range. ActiveAirDefense (which hasn't triggered yet, this turn) applies to them as they move, so they can be damaged, or destroyed, on route.
- The Bombard (and Counter bombard, if a free CanBombardAir unit is amongst the defenders) occurs.
- The strike returns along the same path. Active Air Defense does not apply.
Attack mission would work as follows
- You select an attack package. A stack of air units.
- You choose the attack action, and a target, optionally including waypoints. The attack action is only available if all selected air units have the CanAttackLand/Sea flag.
- The units move (without blocking) along the designated path, to the target, until they reach their target. ActiveAirDefense (which hasn't triggered yet, this turn) applies to them as they move, so they can be damaged, or destroyed, on route.
- An attack occurs, with the air units as aggressors and the targets units as defenders, using standard fight to the death rules.
- The attack returns along the same path. Active Air Defense does not apply.
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Protra3211
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AI is weak in air attack.
Like many units in the modern age with long range -the AI is weak in tactics and cant keep up with the human player.
Could you lower the stack count just for air units?
In my own games only use 3 air units at a time. AI attacks between 1 to 4 at a time.
I use a attack and retreat move -I play within the AI capabilities. This type of code change would make it a even game in air warfare.
Human player has tactics -AI has time to ajust for defence.
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Protra3211
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Your right a better way has to found.
Have not played Peters new mod yet. But from reading the forums AI use of air units was by far the best improvement to the game . Maybe design change could include his work.
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MrBaggins
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I did play CTC, and while I thought the AI use of airpower was improved from the default game, it still wasn't concentrated or as effective as it could have been.
The fact that there was an attempt made to improve airpower in CTP2 prior to now, doesn't mean thats the best route possible.
We now have the opportunity to implement this the best possible way... we can change almost anything given the source.
Although its correct that we shouldn't automatically discard a feature because the AI doesn't know how to use it, there are a couple of points I'd like to make.
- Its easier to model effective defense and attack for the AI, given basing and missions, rather than the "regular air unit movement" system.
- The system is intuitive, and reduce micromanagement.
- The system removes an unrealistic AND exploitable situation
These combine to make the Civ3 system preferrable to even an improved standard air movement system. Given a better system, with these benefits, why shouldn't we take advantage?
Its not that the AI couldn't be programmed to make more optimal use of air units, given the old system... its just that the new system allows for optimal tactics far more often.
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Kuciwalker
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of Schmooism
Feb 2001 time: 00:33
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quote: Originally posted by MrBaggins
Here's what I'm suggesting.
A few different mission types... including strike mission, and attack mission. (along with ferry and recon)
Strike mission would work as follows
- You select a strike package. A stack of air units.
- You choose the strike action, and a target, optionally including waypoints. The strike action is only available if all selected air units have the CanBombardLand/Sea flag.
- The units move (without blocking) along the designated path, to the target, until they reach their closest bombard range. ActiveAirDefense (which hasn't triggered yet, this turn) applies to them as they move, so they can be damaged, or destroyed, on route.
- The Bombard (and Counter bombard, if a free CanBombardAir unit is amongst the defenders) occurs.
- The strike returns along the same path. Active Air Defense does not apply.
Attack mission would work as follows
- You select an attack package. A stack of air units.
- You choose the attack action, and a target, optionally including waypoints. The attack action is only available if all selected air units have the CanAttackLand/Sea flag.
- The units move (without blocking) along the designated path, to the target, until they reach their target. ActiveAirDefense (which hasn't triggered yet, this turn) applies to them as they move, so they can be damaged, or destroyed, on route.
- An attack occurs, with the air units as aggressors and the targets units as defenders, using standard fight to the death rules.
- The attack returns along the same path. Active Air Defense does not apply.
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What I meant was, how do you explain the difference in "real" terms - IRL how do they differ?
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MrBaggins
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Air Bombarding would be aircraft using weapon systems at optimal defensive distance... using standoff weapons... bombing from altitude, outside small arms/AAA range, and so on.
Air Attack would be aircraft engaging the enemy closely... attack helos for example... earlier fighters and attack aircraft straffing, and so on.
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MrBaggins
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Uh? Never played... seen... or even heard of it. Link?
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Gilgamensch
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France
Jun 2002 time: 06:33
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I must say, I don't like any of the suggestions (including what is existing).
Can't we just implement that the Computer is calculating while you move the plane, when it is time to return and return the plane?
So in other words: If you have fuel for 2 turns, after 1 turn (if not closer to city) return to closest city/base?
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MrBaggins
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That would help with fuel... but theres much more to it, than just not crashing, that needs to be fixed about the air power system in CTP2.
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Gilgamensch
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France
Jun 2002 time: 06:33
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OK agreed......
The AI stacking planes with ground units doesn't make sense at all.
But if they would be forcefully returned it might already help.
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KHOMAR
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L'ISLE-ADAM
Feb 2004 time: 05:33
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could it be exploitable in game (micromanagement question) different type of bombing like napalm,conventionnal bombs,Fuel-Air-Explosives,with the associated units and each with a specific effect against population,buildings,etc...
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