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#1 |
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Chieftain
Join Date: Jan 2009
Posts: 1
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Aerial Wars
You'll have to forgive me if this is an issue brought up before, but here's one of the things I'd really like to see improved in the next Civ: a more realistic air war. As it is now, airplanes, fighters, bombers, are all small fraction of what they should be. I say this mostly regarding the fact that they are bombarding weapons and pretty limited in what they can do. Granted, in Civ4 there are some nice improvements to the way they function, but they still fall very short of their real life counterparts.
In the real world, historically and in the modern setting, a squadron of fighters and bombers can take out an entire fleet of ships through dive-bombing, torpedo drops, and long range anti-ship missles. Carpet bombing and incendiary bombs have been used for a while to completely eradicate infantry. Laser-guided bombs and missles are a well known bane of tanks. In Civ, however, planes can do little more than 'soften' all these enemies up and make them easier for land units to take out. Now, granted, airplanes can't take over a city and shouldn't be able to, either. But they should be able to effectively destroy most unit types. As it is now, they're only realistic in their city bombing, which can and does destroy buildings within a city. Though the ability to pick specific targets within the city should be a key factor, rarely are planes sent to just 'bomb the place' and bombing an enemy's statue or temple is hardly a success. Being able to direct a bombing run on enemy barracks, harbors, factories, on the other hand... Yes, I do realize this brings a bit of a balance issue, but I think a matter of making an 'air control' system in place would fix this. A system where air power in a given region is labeled as 'contested' when the range of two different civilization's air forces overlap, preventing air strikes in that area(except for an attack ON the enemy air forces, which would be a dangerous move and have a fair risk of failure) until the opposing air forces are destroyed. In addition, the presence of anti-air power on the ground(missle infantry, mobile SAMs, anti-aircraft guns) within a fixed area of the target, say 2 squares, would either prevent a strike from being launched or provide a high risk of failure and loss of air unit and/or bombardment result similar to the current way planes work, just softening up the target a bit before being forced to flee. This would also include a revamping of some units to give them AA power additions, such as the Destroyer having AA guns, etc. I'd just like to see air power given it's rightful signifigance in warfare. Historically, Pearl Harbor is decent example, and in more modern times in the Middle East, air superiority has been a major factor in most conflicts and in some cases been the deciding factor. I'd like to see that the case in Civ, as well. And thus ends my slightly alcohol-induced rant! |
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#2 |
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Prince
Join Date: Oct 2005
Posts: 464
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When once you have tasted flight, you will forever walk the earth with your eyes turned skyward, for there you have been and there you will always long to return.
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#3 | |||
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Emperor
Join Date: Oct 2007
Posts: 1,397
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Possibly, come to think of it, planes should have an against-aerial-unit attack and defence and an against-ground-unit attack and defence strength. |
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#4 |
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Chieftain
Join Date: Feb 2008
Location: Greece
Posts: 98
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I believe that the mission system is the most appropriate for planes, as a plane cannot actually move into a position and stay there. It has to perform a mission and return to its base. What has to be changed is their radius+power and extend their mission list. Missions like precise strike (which could also extend to artillery-missiles-ships) and unit drop are needed imo. Of course that power boost would come with a balanced anti air boost.
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#5 | |
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Sheepishly Statist
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Patron of fine and wholesome iced-cream manufactories. |
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#6 |
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Emperor
Join Date: Oct 2007
Posts: 1,397
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Nor can a ship stay at sea for years without end without being repaired. It's an approximation for gameplay purposes, not an actual plane; I think there's a fundamental disjunct between the timescale at which cities grow and develop etc. and the timescale at which realistic wars are fought for most of history, and that the game acknowledges this by keeping unit movements and other things working on the same scale of turns (and making war be a separate game on a separate scale to the rest of the game would be a REALLY BAD IDEA) so I think the "realism" argument for making air units behave as missions is kind of ridiculous if we are going to stick with things like ancient-age units moving across continents turn by turn when the turns are decades long. Timescale won't be "realistic" anyway without a fundamental, drastic, and IMO disatrous degree of change to the game, so at least make it consistent.
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#7 |
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Sheepishly Statist
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The difference is scale--ship travel times between ports or on missions can be measured in weeks or months. Air missions are typically measured in hours. You have to admit, there is at least an order of magnitude difference there.
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Patron of fine and wholesome iced-cream manufactories. |
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#8 |
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Emperor
Join Date: Oct 2007
Posts: 1,397
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Oh, agreed; it just seems to me that the similarity between units is greater than the difference between kinds of units in this, that a trireme getting to move its couple of squares every fifty years and a plane going up one year and having to land the next are not actually different scales of abstraction. Other people's perspectives clearly vary.
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#9 |
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Prince
Join Date: Oct 2005
Posts: 464
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Magnitude & difference where in the Civ world, units don't have to be concerned with crossing the International date line like real world planes & ships.
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#10 |
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Emperor
Join Date: Jul 2002
Location: Japan
Posts: 1,344
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A lot of stuff could be done just with promotions. You could also mod up an entire air war system in which aircraft are redefined as land units that have this enormous move, blitz, and 90 percent retreat (but can't take cities). Unfortunately, due to the turn based nature, you wouldn't have air units maneuvering againstg each other then, but would just be replicating the mission system, unless you had an "airwar" phase in which multiple air unit moves would be made between land war turns. They would be a unitcombat category that some unit types would have a bonus against.
Why would making war be on a separate time scale be a bad idea? Phases are an old idea in wargames. Have the regular economic turns alternate with a warfare phase consisting of up to ten additional turns. When not in a war (as declared by the human player) it would just be movement rates of ten times normal, alternating turns. Then if the human player decides to, the military movement phase could be broken up into ten alternations at 1/10 movement rate. In between each of which you might have air war phases. Last edited by Tholish; Feb 19, 2009 at 06:00 AM. |
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#11 |
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Deity
Join Date: Sep 2006
Posts: 2,043
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Air war is one of the least ridiculous (best thought out) game mechanics Civ has come up with so far.
It's light years ahead of the laughable "diplomacy" engine.
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"Heads, stakes, walls, yes I know." --Tyrion Lannister |
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#12 |
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Warlord
Join Date: Nov 2008
Posts: 109
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I think airplane movement should go like this:
1. An airplane has a gigantic amount of moves, let's say 10 for a certain plane. 2. When he runs out of moves, the plane returns back to the city, like if the amount of moves the plane has is half of it's tank. 3. When flying over a tile with a unit, it may either airstrike the tile or pass through. 4. When airstriking, ground units without Anti Air protection cannot fight back. Give the fighter a certain amount of rounds of combat against such a unit. 5. With Anti Air, the units will fight regular combat when the attacking plane is airstriking or the ground unit will have free rounds of combat against a plane if it is just passing through. 6. Half of it's movement range will be a defense grid where it is able to attack incoming planes. You can set the planes to attack or stay in place during their turn. |
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#13 | ||||||
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Prince
Join Date: Oct 2005
Posts: 464
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Civ has units like a settler, workers, explorers, caravans for ground units. Transports & workboats represent ocean units. I think passenger and freight planes should exist for air units. These units are usually non-combat and ought to be added. I'd like to see the return of freight 18 wheelers and a new sea ship, the cargo container vessel. |
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#14 | |
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Sheepishly Statist
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Overall, it's a decent system. Far better than the old Civ2 system. "Oh no, that line of obsolete musketmen are preventing my nuke from hitting his city! NO!!!"
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Patron of fine and wholesome iced-cream manufactories. Last edited by Antilogic; Feb 20, 2009 at 10:25 AM. Reason: Added a small additional comment. |
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#15 | |||||
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Emperor
Join Date: Oct 2007
Posts: 1,397
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#16 | |||
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Prince
Join Date: Oct 2005
Posts: 464
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#17 | |
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Deity
Join Date: Jan 2007
Location: Cheeseland
Posts: 2,609
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Civ IV BTS /Huge/Marathon/Single Player/Mods History in the Making ,Civ IV Road to War , Legends of Revolution , History of the Three Kingdoms , and Grand Inquisitions 255c . Maybe one day I'll load V on this new computer, but I have no desire to play it anymore. |
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#18 |
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Emperor
Join Date: Oct 2007
Posts: 1,397
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Yes. I was just thinking that if you have a reasonable tech lead, so someone comes at you with biplanes and you have more advanced anti-aircraft defences, you should be able to shoot down their planes fairly straightforwardly.
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#19 |
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Sheepishly Statist
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I'm pretty sure a modern anti-air missile would have problems tracking a WW1 mostly wood-and-canvas biplane. Not exactly something they were designed to do.
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Patron of fine and wholesome iced-cream manufactories. |
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#20 |
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Deity
Join Date: Sep 2006
Posts: 2,043
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Machine gunners intercept, which is realistic enough. Takes care of archaic air units nicely.
__________________
"Heads, stakes, walls, yes I know." --Tyrion Lannister |
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