I suppose the question for our discussion is, if they keep the Civ4 engine for Civ5, it is reasonable to expect and ask them to "bring back" some of the "lost" features. Since they now have a good engine foundation, the limited programming resources could be devoted to adding more functionality.
Of course, we might run into problems with the game becoming bigger and bigger and unable to run except on better PCs. Of course, if Civ5 comes out in 2009, it is reasonable to expect a better minimum system requirement of the consumer base.
Wodan
I hope they just stick with this engine for a couple sequels honestly. I am aware they will not go back to 2D and I am fine with that. (Although I think the switchover was a tad premature) Once a title goes from 2D to 3D, thats how it remains, and rightfully so IMO. I just hope they don't decide they need to upgrade engines for every sequel because "it'll be way cool." Graphics are not what this game is about. Graphics are not what any game should ever be about. That's what screensavers are for. And if graphics are your thing, I can suggest MANY games that beat the crap out of civ 4.
Hopefully, they stay on this plateau for a while. In the coming years, the reqs will seem relatively low. They can pull from the new system ideas they liked from previous incarnations and expand on the idea so they arent "reinventing the wheel" every sequel.
Thrywyn said:
Question for those lobbying for "ranged bombardment": You have no problem with scale? A standard map is 84 plots wide, therefore each plot is roughly the equivalent of 300 miles across. No modern Artillery piece has that kind of range, and you want to give it to catapults (I've heard some argue for archery units, too)?
The 2 plot range of Civ III Artillery was. . . .
What about a huge map? I believe that shrinks it down a bit. I don't know nor care for the math formula though myself. Just saying I am curious as to the amount of land in a tile on a huge map. You have a valid point.
Although, I like the idea of ranged bombardment. I have always like the idea of having a catapult, trebuchet, and cannon all have a bombard range of 1. Meaning bombarding damage to any adjacent tile. Collateral damage would still be there, but only in a very low %
chance of it happening. Like say 5-10% chance it may cause collateral damage. Catapult could cause up to 2 additional units to recieve like .5 damage. Teb 1 damage to up to 3 units. Cannon 1.5 damage up to 5 units. There could be promotions that add to a % for collateral damage to take place but none to increase the damage itself.
As for the counter to this, if there are artillery in the targeted square, they fire back with the exact same results. Possibility to do collateral damage that is. In addition, cavalry units can be set on a new command much like aircraft's "intercept" command provided they have the proper promotion for that. (They can't do this if they do not have the promotion which should be available at level 3 or 4 IMO) But basically if they have said promotion they are on "patrol" and can flank the enemy and when the attacking artillery bombard, they have a chance to intercept before any damage takes place. Which would destroy the attacking artillery unit. But these cavalry units could only flank once per turn. So if attacking artillery outnumber your patrolling cavalry you can continue to bombard without worry. Unless they have artillery in the city as well. As I would say a defending artillery should be able to fire back every time and not be "spent" after 1 defence shot. So 1 artillery could fire 20 times in defense if 20 artillerys are at the gate.
I don't know some of that would probably be hard to code. Actually I bet alot of it would. And the ideas could be way more simplified most likely. And there may be a hole in it as well. But that is more like an amalgam(sp?) of ideas I have sen on here in various places. But it sounds good.
