Onionsoilder
Reaver
- Joined
- Mar 19, 2007
- Messages
- 3,173
I know there are several Civilization V threads out there already, but this one is to deal exclusively with combat mechanics. This is what I would like to see:
1) Add in flanking bonuses to all units. This means if you split your SoD into two, potentially weakening it, you can gain better odds when attacking with either one of them. The bonus will be small for only occupying 2 or 3 tiles, but if you manage to completely surround somewhere you will have a large advantage.
2) Bring back ranged bombardment. Instead of having collateral damage when siege units attack, this would allow the siege to function how they are supposed to; from range with little threat of counterattack. Some siege weapons could even be specifically developed to counter other siege, i.e. ballistas early on and later culverins. When calculating collateral damage, more damage will be dealt if the unti stack is larger, making siege nearly useless against a single unit.
3) Occupied Tiles. When you have military units on a tile, you gain a percentage of control for that tile. After fortifying on a tile for several(5+) turns, that tile passes under your control. Obviously this wouldn't happen during peacetime, but if you already have military units on a tile, it will remain under your control if another civilization's borders would normally take it over. This potentially allows for supply chains(securing a route for reinforcements into enemy territory that can use roads), keeping strategic resources(if you have a source of uranium near the border with a fort and troops on it, some guy playing a song in a nearby city will be unable to take ti form you) and holding military territory during peacetime(keeping a fort in conquered territory even if you don't take the cities).
1) Add in flanking bonuses to all units. This means if you split your SoD into two, potentially weakening it, you can gain better odds when attacking with either one of them. The bonus will be small for only occupying 2 or 3 tiles, but if you manage to completely surround somewhere you will have a large advantage.
2) Bring back ranged bombardment. Instead of having collateral damage when siege units attack, this would allow the siege to function how they are supposed to; from range with little threat of counterattack. Some siege weapons could even be specifically developed to counter other siege, i.e. ballistas early on and later culverins. When calculating collateral damage, more damage will be dealt if the unti stack is larger, making siege nearly useless against a single unit.
3) Occupied Tiles. When you have military units on a tile, you gain a percentage of control for that tile. After fortifying on a tile for several(5+) turns, that tile passes under your control. Obviously this wouldn't happen during peacetime, but if you already have military units on a tile, it will remain under your control if another civilization's borders would normally take it over. This potentially allows for supply chains(securing a route for reinforcements into enemy territory that can use roads), keeping strategic resources(if you have a source of uranium near the border with a fort and troops on it, some guy playing a song in a nearby city will be unable to take ti form you) and holding military territory during peacetime(keeping a fort in conquered territory even if you don't take the cities).