Tavis
Firaxian
- Joined
- Jun 2, 2003
- Messages
- 146
One of the biggest areas of focus on the core game was the dynamics of Naval and Air Forces. Both weren't being utilized as much as they could have been, so we decided to have some fun!
Here are the changes to the existing Epic Game air units:
Helicopter Op Range: 6, Capacity: 3, Defense: 2
Fighter Op Range: 6, Bombard: 3, Lethal Sea
Bomber Op Range: 10, Bombard: 10, Lethal Sea/Land
Jet Fighter Op Range: 9, Bombard: 3, Lethal Sea
Stealth Fighter Op Range: 12, Defense: 6, Bombard: 6, Lethal Sea/Land
Stealth Bomber Op Range: 16, Defense: 5, Bombard: 18, Lethal Sea/Land
Op Range now plays a critical role in that aircraft can only rebase up to 6X their Op Range. This helps with forcing the use of Carriers on certain maps.
With the balance shifted to modern aircraft being very powerful (lethal bombardment was the missing link!) units that would allow a player to counter a powerful airforce were a must! But it was also vital that these units also be mobile so that you could protect key land units as they advanced (or retreated!).
Thus enters the Flak & Mobile SAM units. (I tried to attach a shot but failed miserably!! I'll figure it out one of these days...)
These units make a check vs the attacking Air Units Defense rating (add additional algorithm here!) to see if the attacking craft is shot down. There is only 1 check on whether the attacking craft is hit or not regardless of the # of A-A units on the tile, BUT more A-A units increases the chances of a successful A-A defense.
What about Naval vs Air?
Several things were changed with Naval units that interconnect with the changes to Air.
Transports are now pathetically weak and can be easily eliminated by air forces!! No more "load all tanks, send solo transports to other continent". Protect them or lose your valuable units! Recon missions are also very important now to track naval movements of your enemies to hit these lone transports and other units.
Here are the changes to modern Naval:
Transport Move: 6, Defense: 2, Capacity: 6
Destroyer Move: 8, Air Defense: 1, Detect Invisible
Battleship Move: 5, Air Defense: 2
AEGIS Cruiser Move: 7, Air Defense: 3, Detect Invisible, Radar
Carrier Move: 7, Air Defense: 1
New Unit: Cruiser Naval 160 15.10.6 7.1.2 A-A:1 Combustion
Increased movement makes naval units more adaptable to new recon. Detect Invisible is VITAL to preventing subs with their new Stealth Attack (pick the unit in a tile that you want to attack) from sneaking in and destroying key units. Use subs effectively with air to destroy Cruisers and let your air hordes sink the enemy fleets!
This is just scratching at the surface (haven't even brought earlier era naval, airdropping, Seafaring into the equation!) at the new dynamics and roles that Air and Naval play during the modern era in Civilization III: Conquests.
Please be aware that our goal was to get players to use combinations of different units to gain the best results! Try new strategies and use your combined forces to crush opposing nations or to force their eternal respect and awe!
Thank you for all of your support!
Jesse
Firaxis Games
Producer, C3C
Here are the changes to the existing Epic Game air units:
Helicopter Op Range: 6, Capacity: 3, Defense: 2
Fighter Op Range: 6, Bombard: 3, Lethal Sea
Bomber Op Range: 10, Bombard: 10, Lethal Sea/Land
Jet Fighter Op Range: 9, Bombard: 3, Lethal Sea
Stealth Fighter Op Range: 12, Defense: 6, Bombard: 6, Lethal Sea/Land
Stealth Bomber Op Range: 16, Defense: 5, Bombard: 18, Lethal Sea/Land
Op Range now plays a critical role in that aircraft can only rebase up to 6X their Op Range. This helps with forcing the use of Carriers on certain maps.
With the balance shifted to modern aircraft being very powerful (lethal bombardment was the missing link!) units that would allow a player to counter a powerful airforce were a must! But it was also vital that these units also be mobile so that you could protect key land units as they advanced (or retreated!).
Thus enters the Flak & Mobile SAM units. (I tried to attach a shot but failed miserably!! I'll figure it out one of these days...)
These units make a check vs the attacking Air Units Defense rating (add additional algorithm here!) to see if the attacking craft is shot down. There is only 1 check on whether the attacking craft is hit or not regardless of the # of A-A units on the tile, BUT more A-A units increases the chances of a successful A-A defense.
What about Naval vs Air?
Several things were changed with Naval units that interconnect with the changes to Air.
Transports are now pathetically weak and can be easily eliminated by air forces!! No more "load all tanks, send solo transports to other continent". Protect them or lose your valuable units! Recon missions are also very important now to track naval movements of your enemies to hit these lone transports and other units.
Here are the changes to modern Naval:
Transport Move: 6, Defense: 2, Capacity: 6
Destroyer Move: 8, Air Defense: 1, Detect Invisible
Battleship Move: 5, Air Defense: 2
AEGIS Cruiser Move: 7, Air Defense: 3, Detect Invisible, Radar
Carrier Move: 7, Air Defense: 1
New Unit: Cruiser Naval 160 15.10.6 7.1.2 A-A:1 Combustion
Increased movement makes naval units more adaptable to new recon. Detect Invisible is VITAL to preventing subs with their new Stealth Attack (pick the unit in a tile that you want to attack) from sneaking in and destroying key units. Use subs effectively with air to destroy Cruisers and let your air hordes sink the enemy fleets!
This is just scratching at the surface (haven't even brought earlier era naval, airdropping, Seafaring into the equation!) at the new dynamics and roles that Air and Naval play during the modern era in Civilization III: Conquests.
Please be aware that our goal was to get players to use combinations of different units to gain the best results! Try new strategies and use your combined forces to crush opposing nations or to force their eternal respect and awe!
Thank you for all of your support!
Jesse
Firaxis Games
Producer, C3C