 |
|
Naokaukodem
|
|
Let's face it: Civilization 3 battle system is boring.
As it has always been boring in Civilization series.
At least in Civ2 it was easy to war lately with 1. howitzers (google translation) and 2. railroads, and one must say it is boring to move all the units in Civ3, the most when battle system requires even more units than Civ2 or Civ1.
Well, i don't know, war in Civ3 is more difficult, well more interesting, but unit moves ends up to be boring in any way anyway.
|
|
|  |
 |
|
Maquiladora
|
|
Combined arms with stacked combat is the way to go, but they wont.
|
|
|  |
 |
|
The_Aussie_Lurker
|
|
Adelaide, South Australia, Australia
May 2001 time: 05:19
|
|
Look, Trip, I will be the first to say that the CtP system had some flaws-and could readily do with improvement. That said, though, it is a darned sight better than Civs 'Lets all line up, in an orderly fashion, and take a shot at that unit' approach. It's like some really bad Martial Arts movie !! I will give them credit, though, by saying that at least civ3 got rid of that 'kill one, kill all' stack system and introduced a seperate bombardment system-these two things alone (not to mention cool graphics ) made the civ3 combat engine WORLDS better than that of civ2! That does not mean, however, that the best elements of the CtP and Civ3 battle system could not be intergrated.
|
|
|  |
 |
|
Panzeh
|
|
Civ3's one unit vs one unit combat system sucks and needs to be changed to something better.
|
|
|  |
 |
|
techtedg
|
|
I like the civ3 battle system. Yes it requires more time especially during battle compared to earlier versions but i see this as added functionality. I feel with the wider spectrum of units i can control my wars better. Makes things more interesting.
|
|
|  |
 |
|
The_Aussie_Lurker
|
|
Adelaide, South Australia, Australia
May 2001 time: 05:19
|
|
Look, Techdegd, I'm not complaining about whether or not one system is more or less time-consuming than the other! My sole problem is that the current system does not allow for the degree of massed combat that we have actually seen throughout history-just as it does NOT allow for a truly tactical combined arms system-instead encouraging a fairly lazy 'stack o' death' approach! A tactical mini-screen, OTOH, allows for much greater tactical control of your battles, whilst also making the game more immersive!
Yours,
Aussie_Lurker.
|
|
|  |
 |
|
Dave L
|
|
quote: Originally posted by Maquiladora
Combined arms with stacked combat is the way to go, but they wont. |
Even if they don't want to implement a completely upgraded comabt system using a mini-screen, a modifier bonus for a combined arms stack should be a fairly simple thing to implement.
Categories of foot soldiers, mounted, mechanised and ranged units shoudln't be too hard to do. Air and naval support might be more problematic though.
|
|
|  |
 |
|
GePap
|
 |
of the Big Apple
Nov 2001 time: 23:19
|
|
My suggestion, which won't happen, is this:
players would make units, but when done, units need to be assigned to a command. By default they get placed in the local garrison. To move units about the map, you assignt them to an army or fleet.
Now, commands then are given to armies: you can order an army to defend a particular tile (garrisons only do this) or a region of tiles. Or they can be ordered to move to another tile, or move and attack every enemy army on the way, or to attack a specific enemy command. You could then tell them how important it is: by this I mean how hard and important the issue is-essentially, how much damage an army is willing to sustain in order to carry out the mission. If holding a tile is life or death, you tell the army to hold it no matter what- and they will fight until exterminated. If you just want to slow the enemy down, you make it low priority, and your army fights only for a bit, backs down,fights again, so forth. Same for attack.
How combat is resolved can either be done by complex calculations of the units involved, the terrain, neighboring commands, morale, leadership, so forth- or in a minimap.
|
|
|  |
 |
|
Dave L
|
|
quote: Originally posted by Akka
Stacked combat is particularly needed when you wish to take over a position by overwhelming numbers and attrition. The point of bringing numerous units is that they can all press at one point together. Ten units attacking in a row, is far easier to counter than ten units attacking at the same time. |
I agree, although if they allowed that sort of combat, would it be sensible to limit the number of units allowed in a stack?
Maybe stacks over a certain size would need to be under the control of a leader. I realise this is similar to the current use of armies, but it would allow more units to be under the one command.
Maybe having a variety of leader types - the ones with greater ability being able to control more units.
I don't think any of us would want to come up against an AI with a juggernaut containing a couple dozen modern armor!
|
|
|  |
 |
|
The_Aussie_Lurker
|
|
Adelaide, South Australia, Australia
May 2001 time: 05:19
|
|
Supply lines AND stack limits would be needed if stacked combat were included-IMHO! Perhaps, as was suggested, you can have a relatively small stack (say 3 units max) without a 'leader' but require an 'army' unit to have, say, up to 6 units in a single stack.
As for bomber/naval support. I think it would be easiest if there was a specific 'order' to combat. So
(1) All units are moved first.
(2) Then air-missions (and their targets) and targetting of nuclear missiles occurs.
(3) After everyone has moved and assigned missions (if any), combat is resolved between any units which end up in the same square-in the following order:
Air vs. Air (so units who 'cross paths' en-route to missions will 'slug it out' for supremacy');
then Air vs. Naval (if applicable);
then naval vs naval;
then aerial bombardment of ground units (if applicable);
then Naval bombardment of ground units (if applicable).
Then the ground units go head-to-head.
None of these combat situations would HAVE to be to the death, as either side should be able to surrender the field at any point (though this would give the enemy a 'free shot' at their backs!) Also, though, bombadment would not result in the death of a unit, merely soften them up prior to a ground assault.
Yours,
Aussie_Lurker
|
|
|  |
 |
|
hexagonian
|
 |
Gnawing on your mind...
Jun 1999 time: 23:19
|
|
My take on the issue
See the attached image to get a general feel of my ideas for civ4 combat. The numbers and the layout are not particularly important - as they are in a rough form - but are there to give you a visual example.
First off, I see the need to increase the range of attack/defend combat numbers - possibly from 1-50 or 1-100.
Unit selection will allow you to pick multiple units at one time and indicate that you want to send them into combat. The colors are to designate the type of unit (red - flank, blue - range, green - melee) - and units are broken up in the pulldown menu by category - all melees are in one group, and so on.
When you select the units and send them into combat, you will get additional bonuses (possibly (+1) per unit) based on the number of units you bring into battle. If you only bring in one unit, no bonus. Bring in 6, and you may generate a (+1) attack for two units - bring in 12 and you may get a (+1) for four units. Same with the defender - a fully defended city may generate (+1) bonuses for a lot of units. The bonus will increase based on the unit type too. A tank may get (+3) instead of (+1) because it is a more advanced unit and its attack/defend number is higher.
The goal here is to provide the means to manage your forces and eliminate the need to send units into battle one at a time. There is nothing more tedious than having a stack of 80+ units - select stack, search for unit in pulldown menu, send unit, repeat...
It rewards a player that chooses multiple units for attack with a potential bonus for some of those units.
In a nutshell, combat can either be resolved as in civ3 (unit vs unit) or it can be broadened to a combined arms format. (This is up to the designers to determine).
In a combined arms setup, when you select the units and send them into combat, they will show up on the the box on the left of the pulldown menu. You have a number of slots that you can fill - 2 flanks, 6 melees and 4 ranged, plus an additional 12 reinforcements. (this setup can vary, based on what the designers want, but I'm using a total of 24 units as an example)
When combat starts you have the following
melee vs melee
with range firing on melee
with flanker attacking end melee
When melee units are destroyed, then the ranged units come up on the front line - after that, the reinforcements come in play, taking the place of those defeated units. (or ranged units do not come up on the front lines until all reinforcements are destroyed - this is up to the designer)
Range units - both attacker and defenders - inflict damage on frontline melee units without taking hits themselves until they end up on the frontline - but they have very weak attack/defend, so they will get crushed by a conventional melee unit.
Flankers only get their bonus if they are not faced with an opposing flanker. They hit the end melee unit in the row. Flankers also have weak attack/defend numbers, but they generally are not as weak as the ranged attack/defend numbers.
This system - whatever version (civ3 or combined arms) is streamlined, and does not require a unit stack cap. The beauty of this system is that you can select and send up to 24 units into combat at one time, and it allows your forces to stay in a fluid stack.
Taken a step further, you can preset units to stay locked via the checkbox on the left on the pulldown menu. Select multiple units in the right checkbox, select the far left checkbox of one of the units, and it will designate that stack as a sub-army. Select that army via the right checkbox and you will get a pulldown menu that will tell you what is in that sub-army.
This also will allow a player to handle movement in a streamlined manner, and it can be broadened to include the means to effectively group your worker force.
It probably needs finetuning, but this is the gist of it.
Attachment: civbattle.jpg
This has been downloaded 101 time(s).
Last edited by hexagonian on 01-12-2004 at 20:16
|
|
|  |
 |
|
nostromo
|
 |
Montréal, Québec
Mar 2002 time: 00:19
|
|
quote: Anyone else despise tactical mini-combat? It would lengthen the game sooo-much, it's not even that fun, and it's so un-civ, a game meant to be played, let's not forget, at the STRATEGIC level. |
I don't despise tactical mini-combat in general, but I agree it wouldn't work in Civ.
Last edited by nostromo on 01-12-2004 at 03:23
|
|
|  |
 |
|
Slip_Oz
|
|
No no no no!
Please not lots of stats and actualy numbers. I can't stand it and nor can the mass market. The Civ combat model works well for the ancient to gun powder era and when there are few units, but starts to fall appart as you get more techs & more units. Stacked combat in CtP was not bad, but maybe something more visually pleasing would be good.
Please keep this a game and not a simulation!
Last edited by Slip_Oz on 01-12-2004 at 23:09
|
|
|  |
All times are GMT. The time now is 05:19. Apolyton Time is 00:19. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|