Hello!
I ask for advice in the theoretical change of tactics in Civ2.
I thought about using tactical techniques of encirclement, flank strikes, and so on. I want to understand, firstly, whether it is possible to implement this in the Civ2 game mechanics (for example, using Lua), and how difficult it is in practical implementation. And secondly, does it even make sense? Will it require excessive micromanagement from the player?
Perhaps this issue has already been discussed earlier, I would be grateful for the link.
In the upper part of the illustration, a Roman unit (the red arrow indicates the direction of movement to the southeast) attacks a Japanese unit. In the base game, there are no differences in the defense of the unit, when attacking it from any side. However, if we imagine that at the end of the round the Japanese player will indicate the direction of movement of his unit (for example, in the upper part of the picture the green arrow points to the southwest), then the attack of the Roman unit will be directed at the flank of the Japanese. Accordingly, probably a Japanese defending unit must have reduced defense indicators.
At the bottom of the picture, a green arrow shows the direction of movement of the Japanese Legion to the southeast. The Roman unit (red arrow) attacks him in the rear. Naturally, the Japanese should have the lowest defense score.
Questions:
1). Is the combat defense system-attack based on the direction of movement of the unit feasible in practice?
2). How is it more or less visually acceptable for a player to implement a pointer to stop the movement of a unit after the movement points are fully used for this unit.
3). Well, and the most important thing: is it worth trying to implement this new combat system, or will it complicate and spoil the gameplay extremely?
I ask for advice in the theoretical change of tactics in Civ2.
I thought about using tactical techniques of encirclement, flank strikes, and so on. I want to understand, firstly, whether it is possible to implement this in the Civ2 game mechanics (for example, using Lua), and how difficult it is in practical implementation. And secondly, does it even make sense? Will it require excessive micromanagement from the player?
Perhaps this issue has already been discussed earlier, I would be grateful for the link.
In the upper part of the illustration, a Roman unit (the red arrow indicates the direction of movement to the southeast) attacks a Japanese unit. In the base game, there are no differences in the defense of the unit, when attacking it from any side. However, if we imagine that at the end of the round the Japanese player will indicate the direction of movement of his unit (for example, in the upper part of the picture the green arrow points to the southwest), then the attack of the Roman unit will be directed at the flank of the Japanese. Accordingly, probably a Japanese defending unit must have reduced defense indicators.
At the bottom of the picture, a green arrow shows the direction of movement of the Japanese Legion to the southeast. The Roman unit (red arrow) attacks him in the rear. Naturally, the Japanese should have the lowest defense score.
Questions:
1). Is the combat defense system-attack based on the direction of movement of the unit feasible in practice?
2). How is it more or less visually acceptable for a player to implement a pointer to stop the movement of a unit after the movement points are fully used for this unit.
3). Well, and the most important thing: is it worth trying to implement this new combat system, or will it complicate and spoil the gameplay extremely?