Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Miscellaneous > Archive > Civ3-Play the World > Flanking Bonus
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!
16.Sep: 7 NEW FILES
15.Sep: TRIAL + NO SLEEP = ONE GAME
13.Sep: PATCH THE PREVIOUSLY UNPATCHABLE

bottom of page
   - CIV3 CONQUESTS $29.99 - CIV3 from $9.99
Author
Thread    < Last Thread     Next Thread > Post New Thread     Post A Reply
wrylachlan is offline wrylachlan
Prince

Apr 2002
time: 05:20
  Old Post 14-06-2002 17:28
Edit/Delete Message Reply w/Quote
#1 Report this post to a moderator
Flanking Bonus Support Apolyton, buy Civilization III: Complete

I just had a thought which I think would easily add a ton of military strategy for very little code.

Give a flanking bonus if you attack the same tile in the same turn from two different directions.

Have the bonus increase with the amount of flanking ie.
First Attack from South second from SE 5% bonus
S then E 10%
S then NE 15%
S then N 20%

I can't imagine this would be difficult to code. Every time an attack takes place the tile stores the location of where it was attacked from, the next time it is attacked it checks if it was from the same place and then assigns the bonus accordingly.

What do y'all think? Too complicated?

dunk is offline dunk
Prince
Philadelphia, PA
Mar 2002
time: 00:20
  Old Post 14-06-2002 17:54
Edit/Delete Message Reply w/Quote
#2 Report this post to a moderator
Support Apolyton buy from Amazon

Far too easy since civ is a turn-based game. A real-time game could have flanking bonuses since you would have to set up the manuever with the enemy in motion.

Also, zone of control would definately have to be put back just like Civ I and II, where units cannot move past enemy units in the field.

Dunk no like. Bad medicine.

Signa is offline Signa
Warlord
IA, USA
Nov 2001
time: 23:20
  Old Post 14-06-2002 21:19 Visit Signa's homepage!
Edit/Delete Message Reply w/Quote
#3 Report this post to a moderator
Get a bigger avatar today!

Well... I dont know... Is there a historical presidence here? (the Legions of Varus?)

HazieDaVampire is offline HazieDaVampire
King
The British Empire
Apr 2002
time: 05:20
  Old Post 14-06-2002 21:31
Edit/Delete Message Reply w/Quote
#4 Report this post to a moderator
Support Apolyton, buy Civilization III: Complete

Dunk, explain ZOC to me please. Civ3 is my first ever turn based game, so i've never touched civ1 or 2!

zulu9812 is offline zulu9812
King
of Scotland
Jan 2002
time: 05:20
  Old Post 14-06-2002 21:59
Edit/Delete Message Reply w/Quote
#5 Report this post to a moderator
Support Apolyton, buy Call to Power 2

zone of control - the unit takes a 'pot-shot' at enemy units moving into, out of, or through the 1-tile radius around the unit. Not quite sure what the ration for success is, since the 'pot-shot' doesn't always occur, particularly if lots of enemy units move through that radius in one turn.

panag is offline panag
Emperor
MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000
time: 07:20
  Old Post 15-06-2002 01:08 Visit panag's homepage!
Edit/Delete Message Reply w/Quote
#6 Report this post to a moderator
Inflate your Upload Space

quote:
Originally posted by zulu9812
zone of control - the unit takes a 'pot-shot' at enemy units moving into, out of, or through the 1-tile radius around the unit. Not quite sure what the ration for success is, since the 'pot-shot' doesn't always occur, particularly if lots of enemy units move through that radius in one turn.


hi ,

to aswer that , well lets say 20 infantry move true a territory , there is a meh infantry or modern armour standing still or better fortified , all the enemy units seem to slow down so that they can get the beating , ....

have a nice day

wrylachlan is offline wrylachlan
Prince

Apr 2002
time: 05:20
  Old Post 15-06-2002 04:46
Edit/Delete Message Reply w/Quote
#7 Report this post to a moderator
Support Apolyton, pre-order Civilization IV

quote:
Originally posted by dunk999
Far too easy since civ is a turn-based game. A real-time game could have flanking bonuses since you would have to set up the manuever with the enemy in motion.

Also, zone of control would definately have to be put back just like Civ I and II, where units cannot move past enemy units in the field.

Dunk no like. Bad medicine.


IT would only be "too easy" if your enemy moved all his units as single stacks. But knowing that the bonus exists, the enemy would move in groups of stacks, each stack "Getting the other's back".

Though on second thought I would make the bonus only for attacks at 90 degrees or greater from the original attack, that way you wouldn't have wierd stuff where in two stack vs. two stack squares it would be advantageous to attack diagonally across instead of the one right in front of you.

Also, the exact percentages could be figured out in playtesting, so don't get hung up on the 20% bonus. I was just pulling that out of my butt.

Swissy is offline Swissy
King
Chicago,IL,USA
Sep 1999
time: 23:20
  Old Post 15-06-2002 06:49
Edit/Delete Message Reply w/Quote
#8 Report this post to a moderator
Remove this text

This a a strategic game, the scale of the game does not merit a tactical bonus. On a strategic level you win by combination of superior numbers and better weapons.

Inverse Icarus is offline Inverse Icarus
Emperor
flying too low to the ground
May 2001
time: 00:20
  Old Post 15-06-2002 08:18 Visit Inverse Icarus's homepage!
Edit/Delete Message Reply w/Quote
#9 Report this post to a moderator
Put an end to popups!

flanking is in RON (Bryan Reynolds is the genius behind civ2 remember?)

you get bonus points if you hit from the side or back, so an all out "flanking" batallion would be quite effective.

wrylachlan is offline wrylachlan
Prince

Apr 2002
time: 05:20
  Old Post 15-06-2002 18:18
Edit/Delete Message Reply w/Quote
#10 Report this post to a moderator
Remove this text

quote:
Originally posted by Swissy
This a a strategic game, the scale of the game does not merit a tactical bonus. On a strategic level you win by combination of superior numbers and better weapons.


I disagree. There is already a system that leads to very specific tactitical battles: the land type defensive bonus. This causes you to think about where you want to attack, which is essentially a tactical decision. Artillery have bombard, so you try to bombard the enemy before attacking with ground troops, this is a tactical decision.

Now you may think that a flanking bonus is TOO TACTICAL, but to say that the game is set up so superior numbers and better weapons alone control the outcome of combat is just false.

Inverse Icarus is offline Inverse Icarus
Emperor
flying too low to the ground
May 2001
time: 00:20
  Old Post 15-06-2002 22:20 Visit Inverse Icarus's homepage!
Edit/Delete Message Reply w/Quote
#11 Report this post to a moderator
Help yourself to an AD-FREE life

there should be an "attacking terrain" advantage, IMHO, especially if artillery are involved. artillety firing OFF a mountain should do better than those firing UP one.

panag is offline panag
Emperor
MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000
time: 07:20
  Old Post 15-06-2002 22:54 Visit panag's homepage!
Edit/Delete Message Reply w/Quote
#12 Report this post to a moderator
Support Apolyton, buy Civilization III: Complete

quote:
Originally posted by UberKruX
there should be an "attacking terrain" advantage, IMHO, especially if artillery are involved. artillety firing OFF a mountain should do better than those firing UP one.



hi ,

, only for a cannon or so , ...
example ; a piece of artillery can fire both up- and down hill , for at least 50 years , without having any special needs , and when in the right hands it can fire lets say it's shell's with-in a 10 meter square , ....when the range is less then 15 kilometer's , ...

have a nice day

ThePlagueRat is offline ThePlagueRat
King
Insert banana to play...
May 2002
time: 06:20
  Old Post 16-06-2002 05:47
Edit/Delete Message Reply w/Quote
#13 Report this post to a moderator
Avatar Enlargement: We've got the solution

Several older stategy games (turn based, of course) have actually implemented ZOC-rules with flanking bonuses!

i.e. The SSI-game Ardennes.
(A pure strategy game, but rather boring compared to civ)

There were additional bonuses for each and every unit surronding the target, and bombarding as well...
The target had defence bonuses from supporting units in the stack, generals in zone, terrain , and artillery support.
The bonuses were not high, but accumulated 5-10 units could make a real difference. So the whole strategic picture became very realistic. (You would want to form secure frontiers all the way)

NB: Such bonuses could ruin the game, if implemented wrong.

Hohenzollern is offline Hohenzollern
Settler
Canada
Oct 2001
time: 00:20
  Old Post 16-06-2002 08:50
Edit/Delete Message Reply w/Quote
#14 Report this post to a moderator
Full PM-box? Change here!

The man has a point, tactics should play a large role in this game if the military aspects are to awarded any sort of historical merit.

History has SHOWN, that tactics plays a part that can lead decisively an outcome of the battle or war, for that matter. Take the Dutch Revolt for example. Little tiny Netherlands beat out the Spanish, because their smaller, more efficient army, relying on tactical strikes and defensive postures were able to inflict defeats on the vastly financed and vastly larger Habsburg Army.
Flanking would be awesome, but here's my 2 cents on it :

CTP had a good thing going with that Flanking business, and since PTW says they'll implement stacked combat, flanking and other combat specialties should be awarded to units, like Marines being known for their amphibious ability. Units like Cavalry, or Armor, should have their unit catagorized as a 'Flanker', like in CTP. So any units in the battle give a flanking bonus unless the opposing enemy ALSO has flankers, then its decided on tech of unit and position in the unit (Are they on the sides?)
This is just my thoughts on all this.

Andy91 is offline Andy91
Settler
NJ, USA
Nov 2001
time: 00:20
  Old Post 16-06-2002 09:44
Edit/Delete Message Reply w/Quote
#15 Report this post to a moderator
Get a bigger avatar today!

Flanking doesn't just work at a tactical level- a strategy which has been used over and over again in history is the use of pincer movements and three pronged attacks. Having an enemy surrounded - at any scale - is always an advantageous situation. This is definately a matter of strategy and by no means are such bonuses beneath the scope of this game

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:20
  Old Post 16-06-2002 09:53 Visit Trip's homepage!
Edit/Delete Message Reply w/Quote
#16 Report this post to a moderator
Tired of ads?

Flanking bonuses should be a lot greater. In a game I was working on a bit ago, I gave 50% bonus for rear-attack, and 25% from side-attacks. Getting around an enemy formation usually meant you could crush them fairly easily. How that might work well in Civ, who knows, but I'm sure something could be worked out.

Oerdin is offline Oerdin
King
of Internet Music.
Sep 2001
time: 21:20
  Old Post 16-06-2002 23:47
Edit/Delete Message Reply w/Quote
#17 Report this post to a moderator
Support Apolyton

How about classifying some units as "flankers", "frontline", or "ranged"? That way Civ3 could have a combined arms approach like CTP2 has...

dunk is offline dunk
Prince
Philadelphia, PA
Mar 2002
time: 00:20
  Old Post 19-06-2002 00:15
Edit/Delete Message Reply w/Quote
#18 Report this post to a moderator
Support Apolyton, pre-order Civilization IV

ZOC ala Civ I and II. ZOC = zone of control.

Units are not allowed to move from one tile adjacent to an unfriendly unit to another tile adjacent to an unfriendly unit.

In Civ III, units with ZOC take a pot shot at units passing it, doing up to 1 HP of damage.

As Civ III stands, you could simply attack once, then move your next unit around to the side and attack for the bonus. The enemy doesn't have the oppurtunity to counteract your flanking.

dunk is offline dunk
Prince
Philadelphia, PA
Mar 2002
time: 00:20
  Old Post 19-06-2002 00:22
Edit/Delete Message Reply w/Quote
#19 Report this post to a moderator
Support Apolyton or Terrorists Win

quote:
Originally posted by UberKruX
flanking is in RON (Bryan Reynolds is the genius behind civ2 remember?)

you get bonus points if you hit from the side or back, so an all out "flanking" batallion would be quite effective.


RoN is a real-time game, so flanking bonuses are apropriate and add a bigger element of stategy both on the offensive and defensive.

Civ is a turn-based game. Far too easy to get the bonus in Civ since your enemy can't react to seeing you begin a flanking maneuver.

campmajor! is offline campmajor!
Prince
Zoetermeer, The Netherlands
Oct 2000
time: 06:20
  Old Post 19-06-2002 16:17
Edit/Delete Message Reply w/Quote
#20 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations: Deluxe Edition

It would be great if civ3 would implement the ctp2 combat system with flankers and stacked units (into an army).

But I guess Activision would not allow them to copy that...

Coracle is offline Coracle
Prince

Feb 2002
time: 00:20
  Old Post 21-06-2002 05:16
Edit/Delete Message Reply w/Quote
#21 Report this post to a moderator
Support Apolyton buy from Amazon

quote:
Originally posted by dunk999
Far too easy since civ is a turn-based game. A real-time game could have flanking bonuses since you would have to set up the manuever with the enemy in motion.

Also, zone of control would definately have to be put back just like Civ I and II, where units cannot move past enemy units in the field.

Dunk no like. Bad medicine.


What we need for combat is STACK COMBAT - one STACK of units is combined and fights the other STACK.

If the STACK contains the right MIX of units it gets a COMBINED ARMS combat bonus.

A MILITARY LEADER unit could supply another percentage bonus.

NOTE: The combat itself could be REALTIME and allow us some tactical flexibility and options - as many other games have done - instead of the tedium of one individual unit attacking another individual unit as in Civ3.

STACK COMBAT and REALTIME TACTICAL OPTIONS could not only make for a quicker less tedious battle, but a lot more interesting action, and more of a challenge. In otherwords, Firaxis will never bother.

Switch is offline Switch
Prince
This just in, water has been discovered on Mars...
Apr 2002
time: 00:20
  Old Post 21-06-2002 06:41 Visit Switch's homepage!
Edit/Delete Message Reply w/Quote
#22 Report this post to a moderator
Avatar Enlargement: We've got the solution

I doubt this would make it in as Firaxis said that they wish to make Civ less of a warmongering game and more a game of multiple strategic levels. Thus, culture.

  < Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:20.
Apolyton Time is 00:20.
    top of page
Rate This Thread:
archivepost
Forum Jump:
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
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0624 seconds (91.79% PHP - 8.21% MySQL) with 31 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net