TheNiceOne
Emperor
TheNiceOne: Your suggestions are all pretty good. Making combat a lot more terrain dependent would add a lot to the game. However, IMHO, there are many improvements in the combat system that would be simpler and enhance game play at least as much. Let me give you examples:Originally posted by Plume
1) The simplest fix: bring back the "odds window" before combat from SMAC. That was very useful. Of course, make that option removable in the preferences. I hate to calculate probabilities when I'm playing a game (but I understand that others might not want to see them, they want to keep that feeling of "it's just a game").
For me, I'm happy with the "it's just a game" feeling, and I'm content with the general feeling of odds. I would probably use this if it was there, but I don't think it would make combat more interesting.
2) Another huge problem with Civ3: the lack of units.
[snip]
If you're a builder you might not agree but the bottom line is that in terms of combat, except in the ancient era, you only have one good attacking unit and one best defending unit. I guess this relates to what TheNiceOne was saying: it would be great to have a game where different situations require different units. Ok, there's also the artillery but considering how useless catapults and cannons are, artillery comes too late (and should have a range of 3!).
Yep, that's my idea. If some guerilla types fared better than other in mountains, then there would be reason to build them (unless you didn't plan ot fight in mountains). If cavalry and knights fared poorly in woods and even worse in jungle (as they should), then there would be a use for other offensive foot-units etc.
Consider the following example. What's the point of longbowmen? At 4/1/1, they are useless. One might argue that they don't require strategic resources but if your opponent has knights and you don't, you're toast anyway. So, why not have the longbowmen at 5/3/1 ? That way, they're slower than knights but at least they have a higher attack so then, you've got to make a compromise: speed or attack.
See above - we seem to agree, but have a terrain dependancy would give even more diversion - also since you had to consider the terrain more carefully before going to war, and you would have to build a force that suited the terrain you would fight in.
[snip]Basically, I would summarize this last paragraph by:
- when an attack occurs where both units are at full strength, neither units die (you need multiple attacks).
I've played PGI and III (but not II).
I see problems with this idea: In civ, units are stacked, which unlike PG means that the attacker doesn't get to choose the defender he wants to attack - the best defender is always used. With your idea, the first defender woul take some damage, then for the second attack another defender would take some damage etc. So unless the attacker had quite a larger army, no defender would die. In the defender's turn he could move the wounded units back and move in new defenders, making it much harder to get anywhere when on the offense.
4) Make players pay for healing.
Or - let a maximum of on HP be healed (representing the broken unit that need time to get back in fighting shape). Other lost HP must be reinforced - either by combining units or by rebuilding the unit in a city.
5) Increase the speed of naval units and the range of air planes. This has been talked about to death.
Agreed, but even more important, is to decrease the speed of railway movement. It makes no sense that any unit in your whole (land-based) empire can strike back an attack on the first turn. One of the most important strategies, that of proper positioning of troops is totally lost after the railways.