Wolfshanze
CFC Historian
That is a good idea...General Matt's suggestion is very good, they wont autokill a transport, but a few of them will kill your transports making them very very dangerous.
I'll look into that.
That is a good idea...General Matt's suggestion is very good, they wont autokill a transport, but a few of them will kill your transports making them very very dangerous.
I second this suggestion. Better than mine.On the Sub thing, how about using the mechanic that the Cavalry uses when attacking stacks in addition to the Withdrawal. If a Sub survives and attack (Wins or withdraws) it damages the transports in the stack..
What's an "AC"? Or did you mean "CV"? I dunno Wodan... I suppose it's the same rationale as saying if a knight could get around the pikeman and attack the catapults, why couldn't the knight also attack archers or settlers or anything else in the ground stack instead of just the catapults! Should we get rid of Mounted unit flank attacks for the same reason as the sub flank attacks? I simply chose a logical thing a sub would bee-line too in the traditional sense... kinda like cavalry taking-out cannons and what-not.Re: flank attack. What's the rationale why a sub couldn't target, say, an AC? Seems to me that whatever the sub wants to target, it could do so.
Don't forget Galleons put-out awful passive sonar returns without any propellors! Well, yeah... which is why I gave the flank attack to Steamers and Transports, but not to Galleons... plus if you have subs and your opponent has Galleons, your enemy has a lot more to worry about then just your subs.Except perhaps wooden hull ships, that might be tough, they're so small and have little radar return.
I think perhaps the Firaxis designers didn't do this, because the thought never even crossed their minds... which is probably why it's called "flank attack" and not "underwater attack" or "surprise attack" or something like that. I honestly think the thought never occured to them... just like it never occured to any of us until just recently.Re: targeting transports. On hindsight I'm not sure this is a good idea. I think perhaps the Firaxis designers specifically chose not to do this, because it made it too easy to circumvent the already weak naval combat theatre.
Well, now this is your best point... and a sound question. Here's my thoughts.So, I guess, big picture question: is it desirable that the player be able to build a couple of subs and take down an AIs invading stack, killing all the transports and as many as 50+ land troops?
This makes a case for airships that can be station on ships, and perhaps even for ASW helicopters. In any event, it puts higher priority on see and attacking the sub first, like you would want to do in real life.Re: targeting transports. On hindsight I'm not sure this is a good idea. I think perhaps the Firaxis designers specifically chose not to do this, because it made it too easy to circumvent the already weak naval combat theatre.
So, I guess, big picture question: is it desirable that the player be able to build a couple of subs and take down an AIs invading stack, killing all the transports and as many as 50+ land troops?
That's something to think about... the assembly plant is pretty much nothing special at all... really no differant then the default factory... either that, or maybe actually make the assembly plant do something special.Weird idea I'd like to suggest.
Since Germany is considered one of the weaker civs change their UB to the Rathaus.
Give Austria a Coffee House as a UB, replaces Grocer, gives +1 culture, +1 happy in addition to other benefits.
Yes, CV.What's an "AC"? Or did you mean "CV"?
Yes, you're right. So, you can stick with Firaxis' decision (which doesn't make any sense), or you can change it so it better reflects the reality of naval combat.I dunno Wodan... I suppose it's the same rationale as saying if a knight could get around the pikeman and attack the catapults, why couldn't the knight also attack archers or settlers or anything else in the ground stack instead of just the catapults!
Fine, and agreed.Every single rule or lack-there-of in the game isnt' always a deliberate choice by Firaxis.
Hmm. Yes; however, the choice to be "loosely guarded" was made by the opponent, and is his own dumb, damn fault.Well, now this is your best point... and a sound question. Here's my thoughts.
It took THREE SUBS in three attacks on the same turn, attacking three ironclads protecting three paddle steamers to get enough collateral damage to actually sink the steamers without attacking them directly. The better the escort and the better the transport, the more the attacking sub player needs to bring to the table... it took more subs attacking a stack of Protected Cruisers and Transports to get similar results.
Let's also not forget surface vessels like a Dreadnought or Battleship are now likely to have "Fire Control" and able to attack multiple times in a single turn... a Battleship let-loose on a loosely guarded convoy can do the same or worse in a single turn to a stack of ships.
I must not understand what you did, then.I personally don't see this as being anything close to a gamebreaker or a cheat of any kind. An enemy approaching with a convoy of transports would require a roughly equal-size force of enemy subs in it's way to stop it in a single turn.
Depends on if you have a tech lead and how many units are in the escorting force.How often does an enemy transport force sneak-in with only a turn's notice (or no notice at all?). If you've got 4 or 5 subs all within a single turn's move and attack, good for you... you deserve to sink his stack in one turn... but how many folks are going to have more then one or two subs in the vicinity? You're probably still better off with one large battleship (with fire control) then two or three subs in the area.
Maybe at this point I should say if you wanted a way to make me want to use subs, you sure did it.The main purpose of this was just to give more meaning/purpose to subs, and give them a little more "bite" then what they normally have. For the cost and tech requirements, the surface ships are usually faster/stronger then the sub, so this is more to even the plate a little then to make the sub all-powerful and game-breaking.
That's my take on it anyways... maybe I'm wrong... maybe this ruins play balance... I don't think so, but I'm certainly open to opinions.
My bad. For some reason I was remembering Flanking1 as 20%.I suggested 70% earlier because Flanking 1 only grants 10%, Flaning 2 is 20%, so it's 100% in the end, I like how Wolf did it with 60% for subs and 70% for modren subs.
Yes... they're basically the same as Knights vs Catapults... but perhaps you're remembering that flanking part wrong.I must not understand what you did, then.I personally don't see this as being anything close to a gamebreaker or a cheat of any kind. An enemy approaching with a convoy of transports would require a roughly equal-size force of enemy subs in it's way to stop it in a single turn.
I'm thinking you're making it the same as mounted. So, no matter how many riflemen are escorting the cannons, my very first cavalry unit will flank attack the cannons. There can be 1 rifleman, there can be 50. Doesn't matter.
Did you make the subs like this, or what, exactly?
I probably would if I only knew how... if anybody knows how to change this, I'm all ears.Have you considered changing the game mechanics to allow planes to sink ships? That would power up Carriers, which to me seem the ultimate useless unit in most cases.