 |
|
King of Rasslin
|
|
Its unfair when you can sink a battleship with 3 or 4 bombers. If you people seriously want to be able to sink a ship with air then ships deserve anti-air weapons because that is what they have in real life.
I have seen an ironclad beat a battleship with even hps. You have a serious problem if you complain that you can knock a galley down to 1 hp and not have a single ship to sink it!
Look, air cannot sink ships and it will never be able to. Its for decent game balance and it won't allow air to become too powerful.
Save space for good threads if you only want to complain about a good balance rule anyway. Take it to Civfanatics but don't trash Apolyton with it.
|
|
|  |
 |
|
Dida
|
|
They should implement 'counter-bombard' if bombardment is made to be able to sink ships.
|
|
|  |
 |
|
Dida
|
|
quote: Originally posted by CYBERAmazon
Didn't the programmers include an AEGIS cruiser unit in Civ III? Those ships in Civ II were able to fend off air and missile attacks quite handily in Civ II. Of course, every other naval unit in Civ II was somewhat vulnerable to air and missile strikes — although it took 2 to 6 missile/bomber strikes to sink a battleship — but not the AEGIS cruiser.
CYBERAmazon |
All ships are vulnerable to air strike. That is true in Civ2 and in real life
|
|
|  |
 |
|  |
 |
|
Ironikinit
|
|
It's been said before, but it's mainly a matter of play balance. As it is, I don't build much of a navy. If bombard units (including air in this instance) could sink ships I might not bother with a navy at all.
Further, there's an argument for realism concerning the current model.
While ships have been sank by dropped bombs, level bombers aren't good at sinking ships, AFAIK. Air power isn't the end all be all. Most of the famous incidents of ships sank by planes (Pearl Harbor, Midway, or the damage sustained by the Bismark) involved tactical bombers. Currently the game doesn't have a tactical bomber unit.
The example you gave of a missle sinking a ship is covered in the game. The patch improves on that, too.
If bombers could engage and sink ships as they did in Civ 2, then we would have the TOTALLY UNREALISTIC LIKE EVEN WORSE THAN SPEARMAN DAMAGING MODERN ARMOR situation of galleys or other sea units unequipped with AA capability possibly damaging air units.
The current model reflects the reality that air power alone can't win wars, and I applaud that.
There's more to the rationale, and this is just repetition. Basically all I can say is that it works in the game, and if you think about it, it's not unrealistic. There are other aspects of the game I find a lot less realistic, but nothing really laughably absurd.
|
|
|  |
 |
|
Barnacle Bill
|
 |
Somewhere on the wine dark sea
Oct 2001 time: 00:17
|
|
It could easily be modelled to work right.
New factor for all sea & ground units - Air Defense Factor. This is set to 0 for all pre-20th Century units. When the unit is under bombardment, for every round of bombardment it receives it dishes one out with its Air Defense factor to the attacking air unit. Ships can die from bombardment but ground units cannot. Air units can be killed by AD, but will break off if they have already reduced a ground unit target to 1 HP.
New unit ability - Air Defense Unit. Air units attacking a stack get their choice of target (including generically targeting "city" or "terrain improvements" instead of one of the units). If there is a unit with the Air Defense Unit ability in the tile, and the selected target has a lower AD factor than the ADU, the ADU's AD factor is used to shoot back at the air unit instead of the target's AD factor. Of course, Aegis cruisers would have this.
New unit ability - can be destroyed by bombardment. This is the mechanism by which the differentiation is made between ground & naval units (and allows those so inclined to mod it according to their own taste).
New unit ability - can bombard ships. "Level Bombers" and fighters can be denied this ability (see the strike aircraft below).
New unit ability - can base on carriers. "Level bombers" can be denied this ability.
New units - Strike Aircraft and Strike Jets. These would be able to base on carriers, bombard ships, but have the range of fighters/jet fighters and bombardment factors lower than the contemporary "level bomber". Non-fighters will "intercept" and bombard ships passing through their operational radius. Both types of interception work with carrier-based air units.
New order - escort. Fighter-type units ordered to escort a particular unit will intercept any enemy fighter which intercepts the escorted unit. The combat between the escort and interceptor is resolved before the combat between the interceptor and its target. This works for escorted non-fighter units intercepting & bombarding ships as well.
New Advance effect - Improved AD. If an advance has this effect checked, when you get it the effective AD factor for all your units is thereafter some multiplier times the normal value (1.25, 1.5, 2, whatever). Rocketry gets this effect, to reflect that your units are now SAM-equipped.
There are ways to balance all this so that if you plan to do any invading you need warships. Part of it involves a similar upgrade of submarines so that you need ASW escorts for transports and carriers. Of course, the prime of battleships is the era before effective aircraft exist. This should be modelled by additional techs so that the first aircraft you get is a biplane that can only do recon, air intercept & escort missions, and a tech sequence such that you will get battleships a pretty long time before those strike aircraft show up. Before strike aircraft, you will need a navy either to protect your own transports or destroy those of opponents invading you.
All of the above is simple within the techniques already used in the game.
|
|
|  |
 |
|  |
 |
|
Random Passerby
|
|
Oh yeah, naval units are very powerful units, I always hate it when I'm trying to destroy a battleship halfway around the world and it gets away because I can't destroy it with bombers--in several centuries it could concievably manage to crawl its way over to my continent and destroy a road or two or something. Curse those over-powerful naval units!
Last edited by Random Passerby on 14-02-2002 at 21:38
|
|
|  |
 |
|
Barnacle Bill
|
 |
Somewhere on the wine dark sea
Oct 2001 time: 00:17
|
|
quote: Originally posted by Deathwalker
The naval warfore and air warfare mdels need to updated. |
quote: Originally posted by Random Passerby
Oh yeah, naval units are very powerful units, I always hate it when I'm trying to destroy a battleship halfway around the world and it gets away because I can't bomb destroy it with bombers--in several centuries it could concievably manage to crawl its way over to my continent and destroy a road or two or something. Curse those over-powerful naval units! |
You are both right. What they should have done was apply the same general principle to naval units as with air units. They would be based at a port. They would perform missions within an operational radius around that port, only measured as a path through connected water tiles not "as the crow flies". Of course, modern ship operational radii would be very big compared to aircraft. They could intercept enemy ships performing missions within their operational radius, if they performed no mission themselves during their previous turn and were ordered to attempt interceptions. The "explore" mission would let you reveal a number of tiles depending on the ship type (i.e. speed) - you would pick the first tile as one within the ship's operational radius which you can already see and which borders one or more "blacked out" tiles, every subsequent tile that turn would have to be adjacent to the last. With all the right rules for fleet movement/combat, interceptions, base changes, interaction between air & naval units, naval economic warfare, etc... of course, but that would be the basics of it. Maybe Civ4 (or an expansion to Civ3, but I can't see it in a patch).
|
|
|  |
 |
|
dowish
|
|
Spokane WA
Nov 2001 time: 21:17
|
|
Can't resist adding my 2 cents worth.
Generally I think this whole discussion highlights the oversimplification of the combat model in Civ3.
Balance wise, I don't think it would unbalance combat as much as some people here seem to think, but me personally would rather have a realistic (planes sink ships) unbalanced game than a "balanced," unrealistic game.
As far as the WWII bomber/Aegis arguement, it is possible, though unlikely for that to happen. WWII heavy bombers (B-17, etc) were actually pretty unefficient, that is why they had hundreds and even thousands of bombers on one raid, just to make sure they could hit one target. From what I've read, Aegis cruiser only have 30 or40 SAMs anyway, so while you'd be guaranteed to kill 30+ of the bombers, you still have 100's of bombers dropping hundreds of bombs on you. The best way to model that is to give the WWII era bombers weak bombard/attack strength and giving modern ships high air defense strengths. It was also mentioned that the Japanese showed how ineffective ship air defense was then with the kamakazi's, well, somewhere (I think it was some History Channel thing) I heard that only about 20% of kamikazi's got through to actually hit their targets. To me, that is pretty decent defense against that kind of attack.
Anyway, that's my 2 cents for now.
|
|
|  |
 |
|
roalan
|
|
Newton,Ma.U.S.A.
Nov 2000 time: 00:17
|
|
I don't undsrstand what the problem is ? It seem ,at least I can,that planes can damage ships down to the last red dot.Not sink them but put them in a position where there is only 1HP left.This applies to land units also.For land units thats fine.Planes do not wipe out armys.For ships? perhaps if each land unit represents an army then each sip may reprsent a task force? Planes buy themselves do not wipe out Task Forces,ex.for Midways CVA's. So just assume that if a ship has 4 HP and three are lost it equals 3 of 4 ships in the TF.
|
|
|  |
 |
|
sachmo71
|
|
de Tejas
May 2001 time: 23:17
|
|
How many times are we going to see this same, tired argument? yell and scream all that you want, but the recoding that would have to be done to make air vs. naval units the way some seem to want it (i.e. realistic) ensure that this will not be done. I'm sorry if it takes away your enjoyment of the game, but there isn't much point in ARGUING this again.
|
|
|  |
 |
|
sachmo71
|
|
de Tejas
May 2001 time: 23:17
|
|
How many times are we going to see this same, tired argument? yell and scream all that you want, but the recoding that would have to be done to make air vs. naval units the way some seem to want it (i.e. realistic) ensure that this will not be done. I'm sorry if it takes away your enjoyment of the game, but there isn't much point in ARGUING this again.
|
|
|  |
 |
|
kimmygibler
|
|
The game isn't supposed to mimic what really happens in real life war. The rules are you can't sink ships. While this should be included in the editor, you may as well accept the basic rules as they are.
|
|
|  |
All times are GMT. The time now is 05:17. Apolyton Time is 00:17. |
top of page
|
| archivepost |
|
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
|
|
|
|
|
|