Megatron83
Chieftain
- Joined
- Nov 14, 2005
- Messages
- 11
I really love a lot of the aspects about Civ 4..... I think they did the game, as a whole, better than anything I could have dreamed up. However, they horribly screwed up combat. The problems are numerous, but here are a few issues:
-The way odds are calculated isn't always the best way. Plus, the AI seems to cheat in combat. The AI cheating by producing faster / resaerching faster etc. is fine. But, when it comes to combat, the AI should NOT cheat. Another problem is this example:
Something with 33:20 odds should win every time EASILY without even taking any damage really. I can't count the time my tank with city raider lvl 3 and 33:18 odds has been damaged down to like 5.7 health.
The game needs to be changed if they're going to use the "health based" combat system that they do. It needs to be changed in the sense that a unit with 30 : 20 odds will come out almost unscathed and has a 0% chance of losing*. A unit with 26:25 odds, even though he only has 1 more odd, should win about 70% of the time.
However, the closer the odds, the more GUARANTEED damage needs to be done. I can't remember hwo often my unit with like 18 v 20 odds has attacked and done 0 damage. With the odds that close, my unit should be guaranteed to lose but also guaranteed to do easily over half damage.
Essentially, the system needs to be expontential. At 10-10 odds, it's a 50/50 split to win. At 11/10 odds it should be like 70% chance to win and 100% chance to take over half damage (for the 11). At 15-10 it should be 100% chance to win with 80% chance to take over half damage. At 20-10 it should be 100% chance to win and 0% chance to take over half damage, 25% chacne to take any damage.
Thus, though the cahnge may be minute for 1-2 difference, the cahnge for 5-7 difference is massive.
-Another problem is simply put: Archers killing rifelmen and riflemen killing tanks. This is RIDICULOUS. Simply put, the games units should be divided into 4 eras. The eras should be early game, mid game, industrial, and mondern. If a unit from one of these eras is fighting a unit from a lower era, then the unit from the higher era should get a strength bonus base of 5. This works out perfectly because the difference between say muskenmen and archers is huge, whereas the difference between modern armor and tanks isn't quite as large. The strenght bonus of 5 would represent 50% or more of 2nd era units strength, and only a small % of modern era units strength. This would effectively prevent this from happening, with my other changes.
-The final problem with the combat system is the overall sytle of combat. It's typical civ based combat that I've always thought is flawed. In reality cities are HUGELY indefensible. It makes no sense to station your military in a city unless you're going to conduct guerilla warfare. However, again in civ4 putting your units in cities is the way to defend. In fact, defending in general is rewarded in civ. If enemies get into your territory and pillage your stuff, don't worry. Just defend and put units on forrests/hills/cities, and pick your spots.
The solution to this IMO is to simply change the dynamics of city combat. Firstly, units fortified in cities SHOULD NOT get the 5-25% fortifiaction bonus. That's what the city defense bonus is for. This way, when siege units take away the cities defense bonus, the fortified units are vulnerable as they should be. This encourages attacking cities more often. Then, instead of right now where the defending player's best unit for the specific fight fights, the defending players AI picks the strongest unit to defned no matter WHAT attacker.
In other words, if a city has an axeman and a pikeman defending right now, and a mounted unit attacks, the pikeman will always dfend b/c it's stronger. It should be changed so the city picks its strongest generic unit to be on top and that unit ALWAYS fights. Thus, the axeman would defend no matter what before the pikeman. This gives teh attacker the edge, which encourages players to be proactive in defending their territory. If they allowe enemies to walk up to them and attack first, they are at a disadvantage.
Secondly, later game the forrest / hills bonus should dissapear when fighting with mechanized units. A forrest isn't going to provide much of an advantage against tanks who can sit back while you're hiding in the bushes and shell your ass out by burning the forrest around you.
I really think that combat in civ needs to be changed to somewhat favour the attacker. Obviously, if the attack does not use siege units to bombar city defenses, he will be at a disadvantage. However, at least with these changes players would be encouraged to defend their territory by spreading their army out and attacking units in their territory first, before their enemy can make the move.
-The way odds are calculated isn't always the best way. Plus, the AI seems to cheat in combat. The AI cheating by producing faster / resaerching faster etc. is fine. But, when it comes to combat, the AI should NOT cheat. Another problem is this example:
Something with 33:20 odds should win every time EASILY without even taking any damage really. I can't count the time my tank with city raider lvl 3 and 33:18 odds has been damaged down to like 5.7 health.
The game needs to be changed if they're going to use the "health based" combat system that they do. It needs to be changed in the sense that a unit with 30 : 20 odds will come out almost unscathed and has a 0% chance of losing*. A unit with 26:25 odds, even though he only has 1 more odd, should win about 70% of the time.
However, the closer the odds, the more GUARANTEED damage needs to be done. I can't remember hwo often my unit with like 18 v 20 odds has attacked and done 0 damage. With the odds that close, my unit should be guaranteed to lose but also guaranteed to do easily over half damage.
Essentially, the system needs to be expontential. At 10-10 odds, it's a 50/50 split to win. At 11/10 odds it should be like 70% chance to win and 100% chance to take over half damage (for the 11). At 15-10 it should be 100% chance to win with 80% chance to take over half damage. At 20-10 it should be 100% chance to win and 0% chance to take over half damage, 25% chacne to take any damage.
Thus, though the cahnge may be minute for 1-2 difference, the cahnge for 5-7 difference is massive.
-Another problem is simply put: Archers killing rifelmen and riflemen killing tanks. This is RIDICULOUS. Simply put, the games units should be divided into 4 eras. The eras should be early game, mid game, industrial, and mondern. If a unit from one of these eras is fighting a unit from a lower era, then the unit from the higher era should get a strength bonus base of 5. This works out perfectly because the difference between say muskenmen and archers is huge, whereas the difference between modern armor and tanks isn't quite as large. The strenght bonus of 5 would represent 50% or more of 2nd era units strength, and only a small % of modern era units strength. This would effectively prevent this from happening, with my other changes.
-The final problem with the combat system is the overall sytle of combat. It's typical civ based combat that I've always thought is flawed. In reality cities are HUGELY indefensible. It makes no sense to station your military in a city unless you're going to conduct guerilla warfare. However, again in civ4 putting your units in cities is the way to defend. In fact, defending in general is rewarded in civ. If enemies get into your territory and pillage your stuff, don't worry. Just defend and put units on forrests/hills/cities, and pick your spots.
The solution to this IMO is to simply change the dynamics of city combat. Firstly, units fortified in cities SHOULD NOT get the 5-25% fortifiaction bonus. That's what the city defense bonus is for. This way, when siege units take away the cities defense bonus, the fortified units are vulnerable as they should be. This encourages attacking cities more often. Then, instead of right now where the defending player's best unit for the specific fight fights, the defending players AI picks the strongest unit to defned no matter WHAT attacker.
In other words, if a city has an axeman and a pikeman defending right now, and a mounted unit attacks, the pikeman will always dfend b/c it's stronger. It should be changed so the city picks its strongest generic unit to be on top and that unit ALWAYS fights. Thus, the axeman would defend no matter what before the pikeman. This gives teh attacker the edge, which encourages players to be proactive in defending their territory. If they allowe enemies to walk up to them and attack first, they are at a disadvantage.
Secondly, later game the forrest / hills bonus should dissapear when fighting with mechanized units. A forrest isn't going to provide much of an advantage against tanks who can sit back while you're hiding in the bushes and shell your ass out by burning the forrest around you.
I really think that combat in civ needs to be changed to somewhat favour the attacker. Obviously, if the attack does not use siege units to bombar city defenses, he will be at a disadvantage. However, at least with these changes players would be encouraged to defend their territory by spreading their army out and attacking units in their territory first, before their enemy can make the move.