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Iwo
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Szczecin / Poland / Europe
Feb 2003 time: 05:28
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COOL FEATURES BELOW! So many new possibilities! Now subs can be usable units. Who will add these features?! This applies also for other civs.
Submarines should have special abilities:
a) be totally invisible for all other players units unless this other player research sonar. So you can track movement of enemy convoy and attack with other units (even by other players with shared vision). So you an check from where enemy is sending his convoys and prepare ambush 
b) nuclear submarines should be able to swim swim under polar caps and stay there for X turns (e.g. 3 turns).
c) Submarines can carry one-man units (spies, diplomats, explorers, commando forces (yes add it!).
d) missiles should NOT be able to _LAND_ on submarines (nonsense), but misile can be launched from submarine.
e) submarines could refuel scout airplanes (yes, add scout airplanes - no attack/defense but great vision radius, can see submarines (with sonar), can be refueled by subs, long ranged, can have automatic patrol function). I mean these old WWII scout planes with land on water function.
f) subs can attack multiple times at turn (just send multiple torpedoes )
g) erased
h) nuclear submarines can send torpedoes at 2 squares range, but attacking at longer range lowers attack value by 50% (harder to hit, bad torpedos). Such disadvantage should not be present for nuclear submarines (new topredo types).
i) when at WAR, coastal defenses (and fortified/sentry cannons and newer artillery units at fortresses) should attack nearby enemy units automatically. But not subs.
j) there should be "sonar" advance. Subs will be invisible for all units untill this advance. After this advance all sea units should be to see subs and attack it BUT Ironclad and older units should have lower detection range (one square max) and low power of attack on sub/defence against sub.
h) if sea transport unit contains one-person unit and it is sunk and nearby sub has free unit slots - there is 50% chance that nearby submarine rescue that unit. For rescuing enemy (or even friendly) spies/diplomats player can demand ransom 
i) for cruisers and battleships subs will be visible in one square distance. For destroyers - two squares, for scout airplanes for three squares, for subs two squares.
Last edited by Iwo on 30-01-2004 at 16:12
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Iwo
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Szczecin / Poland / Europe
Feb 2003 time: 05:28
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I almost forgot to add - for cruisers and battleships subs will be visible in one square distance. For destroyers - two squares, for scout airplanes for three squares.
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geeslaka
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of the purple hand
Jun 2003 time: 22:28
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quote: Originally posted by Iwo
COOL FEATURES BELOW! So many new possibilities! Now subs can be usable units. Who will add these features?! This applies also for other civs.
Submarines should have special abilities:
a) be totally invisible for all other players units unless this other player research sonar. So you can track movement of enemy convoy and attack with other units (even by other players with shared vision). So you an check from where enemy is sending his convoys and prepare ambush  |
sounds good
quote: b) submarines can swim under polar caps and stay there for X turns (e.g. 3 turns). |
good
quote: c) Submarines can carry one-man units (spies, diplomats, explorers). Also spyes should have pillage option. Why? Can act as Commando (so can destroy enemy railroad to slow down reinforcements arrival ) |
Requires a new unit flag (ONE_MAN) but sounds reasonable
quote: d) missiles should NOT be able to land on submarines (nonsense) |
Not nonsense. During the Cold War the US and the SU both had large arsenals of SLBMs (Submarine Launched Ballistic Missiles)
quote: e) submarines could refuel scout airplanes (yes, add scout airplanes - no attack/defense but great vision radius, can see submarines (with sonar), can be refueled by subs, long ranged, can have automatic patrol function) |
All the recon aircraft I know of fly at very high speeds/altitudes and are unable to stay in the air at altitudes/speeds low enough to be refueled by a sub. An air unit capable of refueling other air units wuold be reasonable as it was used to keep a full squadron of B-52s in the air at all times.
quote: f) subs can attack multiple times at turn (just send multiple torpedoes ) |
already implemented
quote: g) where is nuclear submarine? "b)" and "h" options should be available for nuclear submarines only. Also nuclear subs should have extended attack, defense, move, hit points etc. |
Research Nuclear Power. It raises the movement rate of all sea units.
quote: h) nuclear submarines can send torpedoes at 2 squares range, but attacking at longer range lowers attack value by 50% |
A torpedo accelerates toward a target. Therefore attcaking a unit only one square away should do less damage.
quote: i) submarines can’t be attacked by nearby coastal defenses, fortresses and long range units (cannons, arterially etc.) These structures and units (cannon and newer) should attack other ships. |
didn't know this was possible in freeciv
quote: j) sonar can be attached on units NEWER than ironclad only, so trireme, caravel, galleon, frigate, ironclad not only can’t see submarines, also can’t attack submarines (even detected by other player with e.g. shared vision). C’mon guys... how trireme can sink sub? Also submarine should not loose ANY hit points attacking units older than destroyer. Transports can see subs, but can’t defend (again, sub will not loose hit points). |
A sonar unit can be put on anything large enough to hold it and whatever its power source is, what the boat is made out of is insignificant. If a civ has dynamite it can put it in a barrel and throw it overboard and hope it damages the sub. Naturally this would have a low attack value.
quote: h) if sea transport unit contains one-person unit and it is sunk and nearby sub has free unit slots - there is 50% chance that nearby submarine rescue that unit. For rescuing enemy (or even friendly) spies/diplomats player can demand ransom |
Okay, but there should also be a chance that an enemy spy/diplomat bribes your sub.
You had a few good ideas but some of them were not well thought out.
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cverlo
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As with most ideas, the really important part is who will make the changes...
Amphibious land units would be a better improvement for the game. They move and use all normal flags on land, but on the water they can use water flags. Also, they still need the marine flag to actually engage in combat on the water.
A good example would be the Duck, a WWII truck / floating dumpster. Amphibious units would be cool if one was playing a map as if it was a battlefield, rather then as the world as a whole.
Another good idea would be transport helicopters.
THE PROBLEM IS:
The ai. Although changing the rules of the game is pretty easy, making the ai able to use these abilities isin't.
Chris Verlo
Sophomore, Computer Science
Iowa State University
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Iwo
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Szczecin / Poland / Europe
Feb 2003 time: 05:28
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Hi all, I corrected my old post about submarines after some answers.
"Research Nuclear Power. It raises the movement rate of all sea units." - it is another one nonsense in Freeciv, trireme with nuclear reactor LOL. There ahould be upgarde for units newer than ironclad only!
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Corvash
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Giving submarines undetectability w/o tech and automatic victory versus older units and transports would make them invincible against a less advanced opponent. Technology should give you advantages, but that's ridiculous.
with respect to loading missiles onto subs, perhaps a second type of submarine, with less offensive\defensive capabilities, would be appropriate for this.
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