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Jason Beaudoin
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Canada
Jan 1970 time: 00:15
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I've been wondering whether Air Units will work much the same way as other units? I mean, you won't be able to combine Air Units into Air squadrons, right?
Has anyone every played HQ Command? It's a really old game that came out in 1990 (I think).
The way Air Units were used is that they were stationed on airbases or in cities, and their movement and attack would all be done in one fluid motion. All the user had to do was choose a target and the action would be done. (There was a chance that the mission would be unsuccessful, or that the plane would be shot down. These chances of unsuccess was dramatically increased with enemy planes stationed in nearby cities or bases.)
Wouldn't that be great for CIV 3?
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Marcus Agrippa
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lol That reminds me of something... the very BEST defense against nukes in Civ II is..... *drumroll*
Build an airbase in every sqaure around the city, and make sure you never have your own units in them!
This is the very best SDI, and you don't need any special tech for it. It has always worked for me... the enemy nuke gets to your city, but is automatically landed on an airbase one slot away from the target! lol Then, when your turn roles around, take out the nuke with any spare unit you have on hand in the city...
The success of this tactic always ammuses me. Your puny nukes mean nothing to my great nation!
"Our airfields are less expensive than Bush's hundred billion dollar MDS, and are literally infallible!"
Also, I enjoy using the long-ranged ICBMs to explore... they fly around in Russian airspace, only to return to their bases in Alaska.
Of course, Civ III should fix this. *sigh*
I think air units, when attacking ground units, would act in the same way as "bombard". A standard infantry unit wouldn't be able to fire back, but might be able to take cover and suffer only some damage.
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Marcus Agrippa
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True.
There's another interesting aspect of realistic air movement... it should depend on the size of the map. A WW2 era bomber on a full sized map shouldn't be able to fly much farther than, say, London to Rome on a single bombing raid. That might be 12 spaces on a full-sized map of the world... but it might be 36 spaces on a zoomed-in map of Europe.
Thus, there should be an "Air Movement" factor for each type of real-world map. It could be 1/2, 1, 2, 3, etc. All aircraft would have that number multiplied to their movement. Of course, you could also simply edit the numbers for custom scenarios, but the AMF would be good for scenario-creaters who don't want to spend a lot of time changing the units.
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Jason Beaudoin
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Canada
Jan 1970 time: 00:15
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To get back to topic...
When I used to play HQ Command (like i said in my previous message), air superiority was crucial in any combat operation, just as it should be in any modern combat game.
I do think something should be done about air warfare. It would be very simple to implement (as I've described it), and it would add so much to the game.
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Grim Legacy
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War Machine, Barbaric King, Relentless, Remorseless, Guiltless and Unclean!
Aug 2001 time: 06:15
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There is certainly room for improvement regarding air units. The semi-floating status of them in Civ2 had some interesting side-effects.
For example: a killer tactic to attack an enemy city would be to attack it with a bomber first. After that, the bomber floats on a square adjacent to the city. Now you can continue the attack with tanks/howitzers -from under the bomber! The ground army can no longer be attacked by the enemy and enemy fighters have to deal with strong tanks instead of weak bombers.
Of course, air units could also be used to let your ground units pass through enemy zones of control without any trouble (move a step with the plane, move a step with the armor etc).
I do hope these 'quirks' will be improved upon!
Regarding railroad vs air movement: perhaps it's finally time to step off the idea of unlimited RR movement.
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