 |
|
MattPilot
|
|
Tulsa, OK
Dec 2003 time: 05:34
|
|
It kinda goes like this...
At first there was the infantry. The enemy developed a weapon (tank) to defeat infantry more easily. This was then countered by ATG's & TD's. Then came along other shat to defeat those new weapons.
Same with ships. At first was the cargo ship or merchant vessel. Then someone had the brilliant idea of building a ship with cannons on it to sink cargo ships. The other guy then built a bigger ship to counter the threat. This went on and on and on until someone came up with a super ship called the battleship.
get it?
|
|
|  |
 |
|
MattPilot
|
|
Tulsa, OK
Dec 2003 time: 05:34
|
|
to those who question the need for a navy or the purpose of the ships.
|
|
|  |
 |
|
KyuuA4
|
|
quote: What travels along shipping lanes? (Transports.) |
Transports do not carry freight.
|
|
|  |
 |
|
KyuuA4
|
|
quote: In CivIII, that's for all practical purposes a non-issue. |
And that's because trade links are virtually guaranteed.
quote: Hopefully there will also be some easier way to disturb overseas trade, making navies more needed. |
The only real way is to have vessels dedicated for shipping and trade - which gives that necessity to attack/defend trade ships.
quote: Transports do not carry freight. |
Transports carry MILITARY units - not freight and cargo containing goods and services.
|
|
|  |
 |
|
Grand Stone
|
|
Giving navy more speed and making transport ships cheaper should increase the effect of a navy. If you can transport your troops faster and behind enemy lines with ships, that would make the transport more usefull.
Remember: horses: move 2, sailing ships move 4.
Horses on roads: moves 6. On rail-roads: infity. In civ 3
there is not much speed gained by adding ships. Speed is to slow for ships.
Also, I would like to see a patrol mode or zone of controll on your navy. If speed is increased, you can probably just move from one island to another island and just simply
go around the enemy ships. This severly limit the usefullness of those ships. If you only can kill the transport AFTER it has landed all it's units. A zone of controll would be very helpfull in that way.
Also, if a transport ship is damaged, so should the unit(s) that it carries. So that cannons bombarding transports would be nasty.
Aslo, Airports is to darn helpfull. Airports should be limited to transport 1 unit out or into the city. So a conquered city
on an enemy continent only could get 1 unit per turn. Also, if the enemy has a fighter nearby, air-transports and rebases should have a change to be interupted.
All I'm saying is that, it should not be to difficult to make navy usefull.
|
|
|  |
 |
|
DerSchwarzfalke
|
|
I approve of the idea of granting to each ship additional moves. It should not take ten turns to cross an ocean.
|
|
|  |
 |
|
Reader81
|
|
I think most people dont use navy because not have time to get done to win game in 450 or 1000 turn, nave too slow to get there while airport get you there fast before Score game is over
|
|
|  |
 |
|
KyuuA4
|
|
quote: Airports should be limited to transport 1 unit out or into the city. |
Instead, Airports should have a limited range.
The 1 unit per turn was implemented in Civ 2; and that annoyed the hell out of me.
|
|
|  |
 |
|
DerSchwarzfalke
|
|
An idea for galleys I would like is to give them a certain "range" from one of your ports, beyond which they sink just as if they did not end the turn in coastal waters. This can be extended with the Great Lighthouse wonder or with utilizing the ports of friends and allies, but I think it would serve the purpose of making the Age of Exploration period more a time of actual exploration. How many galleys after all circumnavigated major continents? This combined with added moves to caravels and other late age ships should open up the naval sphere enormously.
|
|
|  |
 |
|
trausch
|
|
quote: Originally posted by The_Aussie_Lurker
Well, we have it confirmed that Firepower is KIND of back-in that the strength of a unit is related to how much damage a unit does-as suggested by Jaybe (and, I assume, each 'man' (hp) which makes up a unit can take a certain amount of damage before dying). This means that a Trireme-like a spearman-would be unlikely to get in more than a single hit before being wiped off the map by a modern unit.
Yours,
Aussie_Lurker. |
I hope this is not the case. Imagine 100 African Warriors with spears rushing one American GI with a machine gun. He would not stand a chance.
|
|
|  |
 |
|
KyuuA4
|
|
quote: Originally posted by Platypus Rex
any thought to having an international airport as well
being capable of 2-3 units per turn?
1 is a bummer after awhile |
Well, with Civ 3... you can launch 1 unit from N cities with airports and land at a city N times. Practically, y'can send a massive force into one city - on one turn.
quote: I hope this is not the case. Imagine 100 African Warriors with spears rushing one American GI with a machine gun. He would not stand a chance. |
Well, that's a ground unit - and so, a smaller difference in strength would reflect that. That GI would probably be able to take out at least 10-20 of them with the machine gun before getting killed.
A trireme wouldn't even get close to a battleship just because of the battleship's range and firepower. And let's not forget the ship's armor.
|
|
|  |
All times are GMT. The time now is 05:34. Apolyton Time is 00:34. |
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
|
|
|
|
|
|