fiskeboller
Chieftain
- Joined
- Dec 29, 2022
- Messages
- 4
Status as of today: The range and indirect fire promotions are strong. But more importantly they tend to make combat less interesting as they remove some of the strategy element related to terrain. It is also unrealistic that a ranged unit can do the same damage regardless of line of sight and range.
Proposal:
-Remove the base negative ranged combat strength modifiers from the range and indirect fire promotions.
Replace with the following mechanics.
-40% ranged combat strength when attacking an unit out of line of sight (behind obstacles). -20% for siege units after industrial era.
-40% ranged combat strength when attacking at a range of 3 or more. -20% for siege units from cannon and later
These effects (behind obstacle and range 3 penalty) should stack.
Reasoning:
This should in my opinion fix cheesy and boring gameplay. Make combat tactics richer. And has the bonus effect of likely improving the human vs AI combat balance in favor of the AI. The main issue of the current game is that the AI needs alot of resource bonuses to keep up with human tactical combat advantage. A significant part of that is in my opinion exploitation of cheesy gameplay involving ranged units with range and indirect fire.
The differentiation between siege and normal ranged units are to reflect actual warfare. Cannons has longer range than guns. And modern artillery is effective without line of sight.
Proposal:
-Remove the base negative ranged combat strength modifiers from the range and indirect fire promotions.
Replace with the following mechanics.
-40% ranged combat strength when attacking an unit out of line of sight (behind obstacles). -20% for siege units after industrial era.
-40% ranged combat strength when attacking at a range of 3 or more. -20% for siege units from cannon and later
These effects (behind obstacle and range 3 penalty) should stack.
Reasoning:
This should in my opinion fix cheesy and boring gameplay. Make combat tactics richer. And has the bonus effect of likely improving the human vs AI combat balance in favor of the AI. The main issue of the current game is that the AI needs alot of resource bonuses to keep up with human tactical combat advantage. A significant part of that is in my opinion exploitation of cheesy gameplay involving ranged units with range and indirect fire.
The differentiation between siege and normal ranged units are to reflect actual warfare. Cannons has longer range than guns. And modern artillery is effective without line of sight.
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