Combat machanics - zoom in

ShadowWarrior

Prince
Joined
Jun 7, 2001
Messages
411
First, I think multiple units per hex should be restored, and the ideas in this thread will be based on multiple units per hex.

As soon as opposing military units enter into combat, we will zoom in into that hex where both armies currently are located and where the combat will take place.

The moment the hex where combat takes place is zoomed in, that hex will be subdivided into many many smaller hex.

Only one military unit is allowed per those small hexes.

Combat will carry out just like it was in a standard Civ 6 game, but it will happen in those small hexes.

Military units can be grouped together with a great general. When this happens, these units are effectively under the command of that great general. The great general will increase the hit point of every units under its command by a certain percentage. Military units under great general's command stay in the same hex. Otherwise, they are considered outside the general's command and gets no hit point boosting effect.

To lessen micromanagement, I suggest that the military units themselves don't get upgrade at all. Instead, its the great generals that get the upgrade when the great generals receives enough experience points.

Some possible examples of great general upgrade:
1. Great general increases hit point of all military units under its command by 25 percent
2. Great general increases hit point of seige units by a certain percent
3. Great general grants an extra first strike to archers under his command
4. Great general grants one extra movement point for all units under its command
 
^ A mixture of Humankind and Heroes of Might and Magic combat mechanics eh?
If so then. Under this conditions. There are unit class and subclass that affects situations it can be deployed
1. Siege: Deploys only when attacking or defending cities or walled compounds, subjected to maximum numbers per army. Requires Setup (Civ6 rules)
2. Artillery: First available with Gunpowder tech. where Cannon is first unit (and it SHOULD preceed musketeers), can destroy walls, deals more damage to ships.
- If there's no 'Siege' in the subclass/abilities list this unit can deploy in the field. also subject to Artillery maximum slots
And this is shooters ability
1. Line of Sight. Can only shoot what this unit sees. (This marks the distinctions between Crossbowmen and Archers)
2. Non LOS. Can shoot above obstacles with less damage than LOS shootings. Archers and some Artillery class units can do this.
3. No melee penalty.

Generic combat mechanics should also include Counter battery shootings as well. (Think of Heroes of Might and Magic 4, where all unit retaliations are done simultaneously if attacked on the first round including shootings)
 
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