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notyoueither
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of naught
Aug 2001 time: 22:17
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OK. Apparently the game of development is still afoot. Maybe.
So a lot of people have great ideas for a much improved (but still simple) air and naval system. So, what should be done by Firaxis? What can be done by modders? What can Firaxis do to enable modders? The intention of this thread is to collect those ideas as they can be found and put them all in one place. Easy for Firaxis, easy for modders.
It might also keep us naval (and air) fans and buffs out of the way of the rest of the forum. Better feelings all around. If they think it's just fine the way it is, they can ignore this thread. If you think it could be better, worse, or just different this is the place. Peace.
Some of you will have to forgive me. I have never started a thread like this. I think I'm supposed to update this first post periodically to incorporate the general consensus. Is that right? Well, if I get it wrong, just point me in the right direction (even if it's to the door).
Oh yeah, one last thought. I picked general for the thread, well, just because. If it is inappropriate, the Mod's (forum gods that is) can move it. I'll track it down.
So. For opening suggestions, here goes.
* Ship movement should be greatly increased. It just takes too long for those big, expensive BBs and CVs to get anywhere. But how fast? Can these values be auto-scaled to map size?
* Air ranges should be increased. This would help offset the increases in naval speed. It would not be too traumatic to the land game, considering the defense ratings of terrain improvements, pop, and buildings have all increased in successive patches.
* Air should be allowed to sink ships.
* Modern war ships (DD and newer, and maybe Transports) should have AA values. Actually, all units could be allowed AA in the editor, but only modern war ships have it in the *standard* bic
* Fighters on CVs should be allowed almost auto intercept abilities vs air attacking ANY ship in its square. Even if the CV moved or the Fighters executed missions during their own turns.
* Air meant for land based ops (level Bombers) would have to be given a massive penalty in attacking shipping.
* There would be naval air units that would be effective against ships, but have no more than Fighter abilities on land. You could have just 1, the Strike Fighter, basically a fighter-bomber suited to attacks on shipping. I don't know if there is a need for Torpedo and Dive bombers.
* The land based air vs naval air effectiveness might be best accomplished by a new bombardment value (vs ships). Leaving the old bombardment value for land ops.
* Bombard units with naval bombard value should also have a switch that allows that bombard to sink ships or not. For instance, Artillery has a small naval bombard value, but is not allowed to sink ships. Naval strike aircraft have a high naval bombard value and are allowed to sink ships, etc.
* Some air units need to be prohibited from landing on Carriers (like Bombers).
* ASW. Naawww. I'll leave that to others who have thought it out better.
Over to you
Last edited by notyoueither on 16-02-2002 at 10:57
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Kilroy_Alpha
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Seattle, WA, US
Jun 2000 time: 21:17
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Well, the truth is I believe the air and naval combat systems are basically ok.
That's not to say, I believe it's balanced, because I don't. The first thing I did when I started modding civ3 was beef up the sea and air units. But the SYSTEM, as designed by Firaxis, is pretty solid IMHO.
Air units can't sink ships. Yeah, this isn't "realistic (tm)," and I can certainly understand how it ticks some people off, but on the other hand ships can't strike back so this seems balanced. Sure, Firaxis could release a patch that incorporated AA and then allow air units to destroy ships and vice versa. In fact, I WOULD like to see this, but it really wouldn't change the game as much as you think it would, since you wouldn't be making either unit any more powerful (the two effects would cancel out). So it's not high on my list of things I want to see get done.
The only problem I have with the air and navy units is their complete weakness compared to ground units. You'd think a battleship would have attack and defense values at least APPROACHING a modern tank, but it doesn't. The result of THIS is that air and sea units are pretty useless for bombarding land units. Fortunately, this can be fixed with the editor.
So, I haven't contributed anything to your list but I have lengthened this thread a bit. You're welcome. 
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Encomium
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The best mod I have ever seen is Plutarck's LWC mod on the Civ Fanatics forum. Check it out.
As for naval warfare, I suggest:
1. No more cheating AI ocean-going galleys!!!
2. Air defense factors for ships reflecting its Anti-aircraft fire and ability to evade attacks. This would at least give the semblance of some form of carrier warfare; yes, merely attempting to simulate reality is inherently valuable to us, even if it does not significantly shift the balance of the game or some such concept.
3. A lot more types of naval units. (See that LWC mod and thread). Faster units, also.
4. Privateers and submarines can in reality seriously damage trade and commerce (and thus the economy) by merely getting on the trade routes of rival civs. They were never intended to attack enemy warships, not by the U.S. or Germans; the Japanese tried that to their great DISadvantage in WW II. The Germans almost won two world wars by doing that - not by blockading ports.
5. Less shore bombarding of improvements. Navies did not operate that way, and only ships of the 20th century had the firepower to cause real damage.
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notyoueither
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of naught
Aug 2001 time: 22:17
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Grumbold. Wow. Hopes are high.
More tech slots. More unit slots. OK. What say we give Mike 2 weeks to accomplish this? OK, Mike?
Ships Blitz! Kick myself for not including this originally. BBs should really be able to sink more than 1 Galley per turn. Hmmm. I think Soren hinted that stacked combat might be / could be in the cards. I may have read him wrong. However, Blitz would be a good intermediate step. Requires one more setting in the editor. Possible, yes. Practical, perhaps (we're asking for a few already).
Hmmm. You know, I wouldn't mind seeing a BB sink 24 Galleys in a turn. I don't think those old sails could really help a scatter, do you? And not restricting Blitz (1MP per attack) would not be a killer would it? Against other modern vessels, you would quickly get quite badly dinged and want to retire from battle would you not?
Aggressive AA? Adds complexity. I don't think the designers are going to go for it. Tried Harpoon?
Ahhh, Third Reich. A good part of my youth was whiled away on Third Reich.
Yes the strategic warfare worked quite well, but it was a static political situation. Maybe do something like Sats in SMAC? Subs, DDs, Bombers and Fighters in any home city can depart into the *abstract* area? Potential. But what would they do? Decrease an enemies commerce income? Care to send a copy of Third Reich to Hunt Valley? Very complex changes (read not likely to be done). I'm sure the designers have some good ideas in their own deck.
Agreed that Galley never going to sea might be good. But just what is a Junk anyway? Oriental Caravel?
Yes to SLIC as a wish (although I never modded CTP2, I hear it's great), but by the Gold release it's done. What do we want that may influence the designers before then?
Salve
Last edited by notyoueither on 16-02-2002 at 14:59
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Solver
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Apolyton Duke Of Something
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Latvia, Riga
Sep 2000 time: 07:17
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I am playing on Standard size maps, and that's why I view it all as OK. However, I think that:
for maps larger than Standard, both air and water units must have their movement/operation range increased by a certain percent, according to the map.
I'm fine by air not sinking ships, but wouldn't either mind if it was the other way. However, wouldn't then the Jet Fighters you get everywhere to protects yourself from Bombers become too powerful, able to sink ships?
And yeah, Submarine base movement should be 4, not 3...
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Willem
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Canada
Dec 2001 time: 00:17
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quote: Originally posted by panag
well for a start , the stealth bombers should have a range that is more like 20 or so , this is impossible as of yet , the max in the editor is 8
hmmm , there should be a helicopter that could land on a ship , a frigate or so that could see subs
as for range , hmm, lets see in the real world , .........
have a nice day |
There is some stuff over at CivAddicts that will let you create just that. It's a type of AEGIS unit, with a different helicopter. And I hope by Frigate, you mean a modern day one. It would interesting to see a helicopter try to land on a sailing ship.
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