Colonel Kraken said:
Incidentally, I happened to notice tonight that bombers can bomb units in a city with impunity (except the occassional SAM --whoop-de-do). Are these imbalanced as well?
I think so, but I might be a bit biased given my recent migration towards building bombers/stealth over artillery. Keep in mind my entire post involves little thought, and under no circumstances any meaningful calculations.
Code:
[FONT=Courier New] Arty Bomber Stealth
Cost 150 140 200
Range 1 8 12
Damage Limit 70% 50% 50%
Max Units 8 6 6
Bombard 25 15 20
Withdraw 25 n/a n/a
Evasion n/a 0 50
Survival* 25% 30% 65%
Annoyance** High Med Low[/FONT]
*Effective Survivability. I just made that up, it's basically BS. Artillery can upgrade their withdrawl ability or strength, or a combination of the two, giving a consideratly higher percentage. Bombers and Stealth is assuming Jet Fighters defending (70% intercept), actual survival percentage is considerably higher when you consider that few interceptions result in death, only a damaged aircraft.
**Annoyance factor for the player to use. Arty with their 1 movement dragging behind your tanks takes the cake. Bombers constantly intercepted is slightly annoying, but expected.
Let's see. Arty can cause collateral to more units at a time, and take them down to a lower percentage. This is assuming you have the patience to move them into place. Bombers and Stealth will give you a much lower death rate, but require more of them to accomplish the same objective. Looking at the numbers it might be beneficial to knock down defenses with artillery (quicker), cause initial collateral with bombers/stealth, deal more collateral with arty (they've got a much higher survival rate now), then finish them off. Though by the time you bring the defenders down to 50% by bombing, it's unlikely you're going to be losing any tanks, so bringing them down an additional 20% with arty isn't likely to benefit you much unless they're highly upgraded/on a hill/across a river.
Doh, I didn't factor in the material requirements. Artillery doesn't require anything, bombers need oil, stealth need aluminum and oil.
I guess I just plain don't like artillery. Bombers can attack naval units, bombard defenses, deal collateral, have a significant range, higher survivability, and are faster to redeploy (warring on the other side of the world? no problem).
Increasing artillery's ability to be transported would help. I don't necessarily want to be able to move them into enemy territory and fire on the same turn, but give them some way to keep up with the tanks (same can be said for infantry). Here's what I propose, a troop transport capable of loading 4 units (1 artillery max, to simulate towing), that has a movement rate of 2. Unloading would function like the naval transport, using up the unloaded unit's movement point for that turn.
Edit: Heroes reminded me of artillery not having access to the flanking promotions, yet another strike to artillery's standing in my book.