Bobert13
Prince
- Joined
- Feb 25, 2013
- Messages
- 346
So... I was thinking about what could be added to the game to add some depth to combat in general. For some strange reason, Ultimate Risk from "Risk: The Game Of Global Domination" (for Playstation) popped into my head. In Ultimate Risk, players have Generals, forts, capitals, and a system with offensive and defensive tactics chosen via cards. Upon initiating an attack, the attacker would be allowed to choose from three randomly selected tactic cards available. Then the defender would choose a tactic. The cards chosen would have effects on the outcome of the battle. What tactics were available was dependent upon whether or not a given army was led by a General, what rank the General was, and rarely on situation (these were mostly for defenders; for example, if you were nearly surrounded and in rough terrain while defending, you would often get the Ambush card which was both very strong, and had a high chance of killing the opposing army's General).
I think with some work, it may be possible to implement a similar system in Civ BE, adding another potential layer of depth to the game. Obviously, there's some technical hurdles to leap (how to interrupt combat's before they're determined, how to get the AI to even recognize that it must "choose" a tactic much less getting it to be proficient at doing so, would I use temporary promotions to sway the outcome of battles or what?, how to determine what tactics should be available to any given unit at any given time [unlocked via techs? unlocked via unit promotions?] etc., etc.). I feel this could really enhance multiplayer games though I personally haven't played MP too much in Civ in general. I even went as far as to think up cards that would minimize combat effectiveness for a given unit's attack but may allow a second unit attacking that turn to be extremely effective should the enemy not chose the right counter to the first attack (now the AI portion of this has to be even more "intelligent" ).
Anyways, this is obviously still in the "brainstorming" phase of development, and I'm still quite busy working on my other projects but I thought I'd throw the idea out there and see how the community here felt about it. If anyone has any ideas or is willing to lend a helping hand (in whatever capacity you're capable of; be it a tip for a gameEvent, a code snippet, or even help developing and implementing) don't be afraid to speak up.
I think with some work, it may be possible to implement a similar system in Civ BE, adding another potential layer of depth to the game. Obviously, there's some technical hurdles to leap (how to interrupt combat's before they're determined, how to get the AI to even recognize that it must "choose" a tactic much less getting it to be proficient at doing so, would I use temporary promotions to sway the outcome of battles or what?, how to determine what tactics should be available to any given unit at any given time [unlocked via techs? unlocked via unit promotions?] etc., etc.). I feel this could really enhance multiplayer games though I personally haven't played MP too much in Civ in general. I even went as far as to think up cards that would minimize combat effectiveness for a given unit's attack but may allow a second unit attacking that turn to be extremely effective should the enemy not chose the right counter to the first attack (now the AI portion of this has to be even more "intelligent" ).
Anyways, this is obviously still in the "brainstorming" phase of development, and I'm still quite busy working on my other projects but I thought I'd throw the idea out there and see how the community here felt about it. If anyone has any ideas or is willing to lend a helping hand (in whatever capacity you're capable of; be it a tip for a gameEvent, a code snippet, or even help developing and implementing) don't be afraid to speak up.