Thyrwyn
Guardian at the Gate
maybe they are just increasing the relative scale of the units
Can you please explain how the scale of Civilization makes the new combat system 'out of place'? I've seen the argument mentioned before but don't recall more of an explanation, this is for my interest more than anything else.
That argument doesn't hold up. If we accept that hexes in civ will represent hundreds of square miles, then the model breaks down for melee units as well as archers. If we can accept that my swordsmen in hex A can move far enough to engage the enemy swordsmen in hex B - and then move back into hex A after the fight, why can't we accept that my archers behind my swordsmen can advance through hex A, attack into hex B, and then withdraw to their original position.
If you are going to use a turn based model, you need some means of simulating the attributes if different unit types. To me, that is what the proposed model does.
No contradiction.
I said the idea of adopting a combat system from a different game set in one time period and one scale was an inherently bad idea for Civilization.
When changes are proposed or made in Civilization or other games, one usually should wait until you play them until you claim they are better.
T If we can accept that my swordsmen in hex A can move far enough to engage the enemy swordsmen in hex B - and then move back into hex A after the fight, why can't we accept that my archers behind my swordsmen can advance through hex A, attack into hex B, and then withdraw to their original position.
An active imagination - this is invalid because it could also be applied to the SOD combat system.
personal distaste for any non SoD combat system - For me, personally, it is not that I am open to new styles, but I just don't believe that the way that they are implementing the "new" combat system fits with Civilization.
clairvoyance - ??? (please elaborate) If you are implying the fact that we are arguing against the new system without having played the game, then the same can be applied to those arguing for the new system (without actually playing the game)
In a turn based model, it is a means of simulating that a ranged unit has the ability to damage a melee unit without engaging in melee. In a game model in which a single turn can represent decades, any discussion of the actual distance between two units in relative proximity is somewhat moot.
This is how I see it: these are the units I have near the front; each turn I can direct them to engage specific enemy units; During the enemy's turn, they can direct their units at or near the front to engage specific units of mine. The distinction between ranged and non-ranged is how exposed the acting unit has to be during their own turn.
The graphics are not what is happening, they are a representation of what is happening.
Civilization V Units
In Civilization V, Firaxis has decided to implement unit tile-restriction and ranged bombardment. As opposed to previous Civilizations which allowed unlimited unit stacks on any given tile.
This I find to be a very wrong step for Firaxis, and here is why:
In Civilization 1 to Civilization III, units have been represented by one image, one unit. And no unit has had the ability to shoot across tile lines, except for siege weapons against cities or with modifications by players.
In Civilization IV, units have been changed to be represented by three units, and ranged bombardment was still only player-implemented. This, I believe, was for a very good reason. With unit stacks on tiles, and the image representing units, it is simple:
One unit in Civilization is in fact approximately 10,000 men (for older units), thus better then showing 10,000 dots on a tile, an appropriate likeness was chosen to represent the entirety of the unit. This goes the same for tile squares; one tile is a representation of a region large enough to establish a large city.
Taking into account these two points, it is clear why more then one unit can move onto a singular tile. One unit, around 10,000 men, can move with ease on thousands of squares miles, in fact, millions of men, ten units, should be able to fight on one single tile as they did in 1942 when over two million men and machines fought across less then thousand square miles.
If anything, there should be a limit as to how many units can go on a single tile, like twenty, but to restrict movement to one unit per tile is utter nonsense and vastly -unnecessary- unrealistic. This is a break from the fundamental civilization core-system and has no logical reasoning, and must, in my opinion, be reversed before the initial release of Civilization V, for no other sake then the conservation of Civilization.
No contradiction.
I said the idea of adopting a combat system from a different game set in one time period and one scale was an inherently bad idea for Civilization.
When you start with an inherently bad idea what results is usually bad, although there can be rare exceptions.
The graphics are not what is happening, they are a representation of what is happening.
It is a model that allows what would normally be happening on a tactical scale to be represented on a strategic scale. In cIV, there was no attempt to model tactical decisions.
If military units were really represented on the same scale as the terrain, we would not have individual units anyway, we would simply have "armies".
But that would be un-fun, boring, and far less engaging.