This is something that features in many strategy games to (usually) good effect.
This can really mean anything from the x2 versus units with a movement of 2 unit flag in Civ2 (that never really worked
) to separate stats for each unit versus each other unit type.
The other type of modifier is that of terrain:
Terrain in Civ3 and Civ2 already use a simple system of giving defence bonuses to units on those squares. Players have expressed interest in terrain that gives different bonuses for different unit types. Civ3 has a feature that allows the selected unit to ignore movement cost (above 1 MP) on selected terrain. That is a good example of a movement modifier. The idea is to elaborate on that and extend it to combat.
Ideally, the two types pf modifier would compensate each other (i.e. x unit has x stats vs. x unit while on x terrain).
The advantages of adding modifiers are clear: certain units have clear advantages under certain conditions. The cons are that new modders might be overwhelmed by too complex a system and that it *could* require a slightly more complex combat system in order to prevent exploits.
Some commentary on the subject from another thread on the same subject only applied to Civ3:
http://forums.civfanatics.com/showthread.php?s=&threadid=65557
Please comment and post your ideas.
This can really mean anything from the x2 versus units with a movement of 2 unit flag in Civ2 (that never really worked
) to separate stats for each unit versus each other unit type.The other type of modifier is that of terrain:
Terrain in Civ3 and Civ2 already use a simple system of giving defence bonuses to units on those squares. Players have expressed interest in terrain that gives different bonuses for different unit types. Civ3 has a feature that allows the selected unit to ignore movement cost (above 1 MP) on selected terrain. That is a good example of a movement modifier. The idea is to elaborate on that and extend it to combat.
Ideally, the two types pf modifier would compensate each other (i.e. x unit has x stats vs. x unit while on x terrain).
The advantages of adding modifiers are clear: certain units have clear advantages under certain conditions. The cons are that new modders might be overwhelmed by too complex a system and that it *could* require a slightly more complex combat system in order to prevent exploits.
Some commentary on the subject from another thread on the same subject only applied to Civ3:
http://forums.civfanatics.com/showthread.php?s=&threadid=65557
Please comment and post your ideas.
(normally i'm synical about the topics on this forum)
you could set the attack factor for all units but Destroyers and Submarines (for instance) to zero. Or, if you were to want to prevent a Sniper unit from attacking non-foot units, you could just give the unit zero attack versus Tanks and other non-foot units. Obviously, this would have literally millions of applications for modders but, if properly balanced, would enhance unit combat in the vanilla game by clearly defining unit roles just think, no more Galleons attacking revealed submarines! 