cracker
Gil Favor's Sidekick
I have posted the summary of this position paper here as the initial posting in this thread and invite you all to provide comments and any supporting examples that you may have:
The bombardment engagement system in CIV3 needs to be overhauled to include four significant changes that combine with the option of lethal bombardment to make the units more realistic factors in winning and enjoyable game play.
The software that resolves the outcomes of bombardment engagements needs to have four significant changes implemented:
1) Target selection needs to include ALL potential targets in a target square including, non-combat units, artillery units, air units, naval units, terrain improvements, city improvements, terrain not in cities, and production and food bins in cities. Including in recognizing all potential targets, should be a modification factor that recognizes that in large numbers of targets it is easier to score a hit than under circumstances when fewer targets are available in the same square.
2) Rate-of-Fire coding needs to be updated to randomly distribute the shots or bombs across the potential target list instead of simulating that a bombardment unit would be able to score multiple hits on the same unit in the same turn even when many other potential targets are present. This change taken in tandem with the lethality flag helps to achieve a more balanced and accurate implementation of the bombardment engagements.
3) Bombardment needs to be a special class of engagement that does not use the ground defense factor for units in a given square as the rule for assessing which unit gets engaged or hit first. Ground defense factor has little or nothing to do with the probability that a unit will sustain damage from hits by stand off weapons when the probability of a hit is randomly distributed across potential targets.
4) The experience level of the bombard unit should be taken into account in determining the success of the bombardment mission.
If properly considered and implemented, these four changes to bombardment engagement rules will correct current imbalances in the implementation of bombardment units in CIV3 and facilitate a more accurate as well as more flexible implementation of strategies that should include bombardment weapons.
There are other, unit-level, changes that may need to be implemented with individual features of individual units, but these four changes will address the systemic problems with the bombardment engagement system. These changes will also facilitate considerable long term flexibility if implemented in a manner that allows some or all of the factors to be adjusted through codes, flags and variables that can be set in the CIV3 editor to effect standard units as well as any user defined units that may be added at the individual user or scenario developer levels.
Each of the follow postings includes more detail and support for the proposed changes as listed above.
The bombardment engagement system in CIV3 needs to be overhauled to include four significant changes that combine with the option of lethal bombardment to make the units more realistic factors in winning and enjoyable game play.
The software that resolves the outcomes of bombardment engagements needs to have four significant changes implemented:
1) Target selection needs to include ALL potential targets in a target square including, non-combat units, artillery units, air units, naval units, terrain improvements, city improvements, terrain not in cities, and production and food bins in cities. Including in recognizing all potential targets, should be a modification factor that recognizes that in large numbers of targets it is easier to score a hit than under circumstances when fewer targets are available in the same square.
2) Rate-of-Fire coding needs to be updated to randomly distribute the shots or bombs across the potential target list instead of simulating that a bombardment unit would be able to score multiple hits on the same unit in the same turn even when many other potential targets are present. This change taken in tandem with the lethality flag helps to achieve a more balanced and accurate implementation of the bombardment engagements.
3) Bombardment needs to be a special class of engagement that does not use the ground defense factor for units in a given square as the rule for assessing which unit gets engaged or hit first. Ground defense factor has little or nothing to do with the probability that a unit will sustain damage from hits by stand off weapons when the probability of a hit is randomly distributed across potential targets.
4) The experience level of the bombard unit should be taken into account in determining the success of the bombardment mission.
If properly considered and implemented, these four changes to bombardment engagement rules will correct current imbalances in the implementation of bombardment units in CIV3 and facilitate a more accurate as well as more flexible implementation of strategies that should include bombardment weapons.
There are other, unit-level, changes that may need to be implemented with individual features of individual units, but these four changes will address the systemic problems with the bombardment engagement system. These changes will also facilitate considerable long term flexibility if implemented in a manner that allows some or all of the factors to be adjusted through codes, flags and variables that can be set in the CIV3 editor to effect standard units as well as any user defined units that may be added at the individual user or scenario developer levels.
Each of the follow postings includes more detail and support for the proposed changes as listed above.