Paeanblack
Prince
- Joined
- Dec 4, 2001
- Messages
- 518
If you wanted to really change things around, how about this:
Entering the ZoC of an enemy unit costs 1 extra MP.
Entering the ZoC of an enemy unit costs 1 extra MP.
If you wanted to really change things around, how about this:
Entering the ZoC of an enemy unit costs 1 extra MP.
This would destroy the game. It would mean an archer could kite infantry forever.If you wanted to really change things around, how about this:
Entering the ZoC of an enemy unit costs 1 extra MP.
The pathfinding AI isn't *totally* stupid. It will end moves in a rough hex whenever it can, as long as that won't make the trip take longer.
That said, all the observations above apply. This ought to go into an official patch.
This would destroy the game. It would mean an archer could kite infantry forever.
You are 2 tiles away, I shoot at you.
End turn.
You move towards me, entering the adjacent tile. Oops, that cost you 2 movement (its in the ZoC of my archer), so you have no movement left to attack.
End turn.
My turn: I move back 1 tile, then shoot you.
Repeat.
A unit of spears enters and ends their turn in open terrain and another unit of spears of equal promotion attacks them. UnitA is caught off-guard and unprepared, putting them at a huge disadvantage.
But where is it written that just because it's not my turn I'm unprepared? In turn-based games, we (obviously) have to take turns to move, but just because I entered the open first, and you joined me, it doesn't me that you're are any more prepared to fight there than I was. If we're both melee, we will see each coming, and be equally ready. Why penalize the defender at all, and especially so harshly (33%!).
If you penalize the guy making the first move, two smart sides would end up staring at each over a "no-man's land". Realistic when each side is fortified, has cover & concealment, and is using ranged attacks, but not will hand-held weapons!
@Sonereal
But why do you assume one side is charging and the other is not? Because it's "their turn" ? That's a totally artificial game mechanic! Imagine it in happening in real-time, that's what we're attempting to simulate.
If you wanted to really change things around, how about this:
Entering the ZoC of an enemy unit costs 1 extra MP.
This is where it gets tricky because it depends on where the unit comes from once you think about it. A melee unit charging from a forest has an element of surprise. Meanwhile, a unit charging across open field...doesn't have nearly as much.
I would be all for giving the attacker a surprise advantage if the defender was not aware of him while he'd still had movement points - e.g. he stumbled into an ambush on his last move, or the attacker is something really fast like a mounted unit or on a road which lets him arrive quickly from out of the fog of war. But we can't change the code (yet?) to add such complexities, so we have to do the best with what we have.
I also agree that I would give a penalty to defenders in the open that are being range-attacked. It's hard to prepare for that when you're not fortified and there's nothing to hide behind, even if you know it's coming. But again we don't have that option without recoding the internals of the combat system.
Actually, one of the mounted-unit promotions does exactly this (doesn't scale though). It does seem like the designers are aware of the historical tactical strengths and weaknesses of certain units, but bury them in the promotions. I'd like to see a lot of the more unique promotions (e.g. not Drill and Shock, etc.) folded into every base unit. Since Civ 5 is obviously attempting to make each individual unit important, why not make them all more versatile and powerful? It would make war a lot more interesting.I'd like to see cavalry reduced in strength, and actually get a bonus against damaged opponents, maybe even depending on the amount of damage already done to the target.
You are 2 tiles away, I shoot at you.
End turn.
You move towards me, entering the adjacent tile. Oops, that cost you 2 movement (its in the ZoC of my archer), so you have no movement left to attack.
End turn.
My turn: I move back 1 tile, then shoot you.
Second, I'm pretty sure it only applies if you start your turn adjacent to an enemy unit. In other words, if I start two tiles away from an enemy unit, and there is one tile of flatland between us, I will be able to attack on my next turn.
I agree that defenders should have significant bonuses in all terrain, even in the open. The strength of attacking is choosing where and when to fight, ie manoeuvre.