Battle modifications (for multiplayer)

A+ombomb

Actuary
Joined
Dec 28, 2003
Messages
426
Location
Buffalo, NY
Anyone who has played multiplayer knows that it can be extremely frustrating if you are the player who has a computer or internet connection that's a bit slower than someone else's. You watch helplessly as they move all their units, and yours just sit still doing nothing (and unselect whenever you try to move them).

I propose the following changes to help make things a bit more fair:

1. Ranged units receive damage back when attacking other ranged units/cities, and a greatly reduced damage back when attacking melee/mounted units to reflect the time it takes for these units to approach. In addition, ranged units would be given a bit of a buff overall, so that they also deal more damage, to offset them taking damage from attacking.

2. When the turn starts, it should begin with a series of 3 second windows, where only 1 unit can be moved per civilization within each window of time, until the next window is "unlocked" after the 3 seconds. What this does, is it allows all players to play on a more equal footing in fighting at the start of turns, since it prevents a faster computer/connection from spamming all their moves out first. It also adds a bit more strategy, as a player will have to quickly determine what is the most important thing to do first in each turn, and prioritize. That itself is a skill, and having more ways to differentiate skill is a good thing for a competitive multiplayer game.

After some time period, say 15 seconds, all units will then be movable without restriction. Just need a small buffer zone.

3. When a new unit is built within a city that already has a unit, allow one of the units to attack without necessitating one of the units moving out of the city. After an attack has been made, all subsequent units must move to a vacant tile to attack. When things are really mashed in tight, it can be extremely frustrating having your city locked in, and unable to attack once a new unit builds.

Alternatively, it might be interesting to allow cities to have more than 1 unit within them, once particular upgrades are achieved. For example, ancient walls might allow 2 units to defend in a city instead of just 1. And a castle might allow 3. It seems reasonable that these upgrades would allow more units within the city defending. This could also allow changes to be made to these wall upgrades so that they aren't too powerful on their own, and require more units to take full defensive advantage of them.
 
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