I really miss shooting inland 2 cells but I much prefer the current ranged ship mechanics.
Cruisers are far too mobile, they can gang up easily against any unit that gets too near to the coast, with little fear of retaliation, except from an enemy fleet. Letting them strike 2 inland, sometimes 3 (with range promotion), and retreat is overpowered. My worst game was one with little iron where I could only build 3-4 cruisers, but otherwise, once you have your navy, you can take on anyone.@Gazebo, what if ranged ships had a promotion called Bombardment or something that affected land units within two tiles of them, and did a few damage every turn or caused a debuff ala feared elephant? Then we have the representation of inland bombardment without fiddling with the range.
You've clearly taken the wrong lessons from the AI tactics threads. Extra recon isn't going to make much if any of a difference for the AI.
Also, what a poll. Do you work for the White House?
G
I really hate to bump this thread but in the tactics thread Ilteroi was actually pretty clear to say he was rather uncertain about what benefits giving the AI more vision would yield, he literally said he didn't know how the AI would handle it whether competently or not. Someone asked him to consider testing it, and he in turn asked them to test it. You seem confident to make a determination now though that it wouldn't make any difference for them, does that mean you did some testing?
Yes, air recon promotion would be perfect if it revealed map before unit could die allowing ai to zerg less by changing posture.
Some one said AI doesn't entirely react to newly discovered units. I say remove fire and run, 3 sight, and no range promotion.You really aren’t reading all of this, are you?
Cruisers are far too mobile, they can gang up easily against any unit that gets too near to the coast, with little fear of retaliation, except from an enemy fleet. Letting them strike 2 inland, sometimes 3 (with range promotion), and retreat is overpowered. My worst game was one with little iron where I could only build 3-4 cruisers, but otherwise, once you have your navy, you can take on anyone.
With range 1, defender can at least deploy a line of siege units and keep navies at a distance. Your army can set food on the coast, which is much better than not being able to set foot and wait for a ranged hit while embarked.
Arguably, Artillery is overpowered too, but it has a penalty against land units and is much slower.
If you have cruisers with 7 movement, you really commited to naval warfare and you deserve the victory. Then you can only be stopped with another sizeable fleet.To be honest with high mobility, giving ranged ship 1 range only slow them down a bit. They only need 7 movements to be able to dive in and out without taking a hit, which isn't that hard to acquire.
Can we go back to my suggestion about allowing range units to set up point defense (when fortified there's a chance to do reduced dmg to enemies whenever they got into range or attack when within range, even in their own turn) to prevent abusing hit and run tactic ?
The mechanic is similar to AA gun's interception so it shouldn't take that much work.
Pleaseeeeeee (with a capital P)
Cruisers are far too mobile, they can gang up easily against any unit that gets too near to the coast, with little fear of retaliation, except from an enemy fleet. Letting them strike 2 inland, sometimes 3 (with range promotion), and retreat is overpowered. My worst game was one with little iron where I could only build 3-4 cruisers, but otherwise, once you have your navy, you can take on anyone.
I did. It did nothing of note. Diminishing returns for major slowdown.