bigcat88
King
- Joined
- Nov 26, 2016
- Messages
- 743
Maybe just replace that promotion with something else?I can get behind this. The real issue is Range 3.
Maybe just replace that promotion with something else?I can get behind this. The real issue is Range 3.
How can you be afraid of work after putting so much effort into only last update? I admire your work on VP but we need to put some changes into those naval exploit. Setting range to 1 is just not enough.
If you're looking for an IRL justification, there are two:I don't like the idea of "range available only for cruisers and up" because it seems a little arbitrary and you'd have to dig to find out why some units could get range and others couldn't.
Thanks to OP I keep saying the "deranged" pun in my head.
Idea:
Carrier pre-unit @ Radio, "Seaplane Tender": 1600/1920/1660 hammers/gold/faith. 4 mov. 40 cs. 45 rcs. 30 airdef. Interception 40. Hold 0 aircraft (up to 2 with promotions) 2 range. Can't move after firing. Covering Fire promo. Vulnerable to subs, melee, and ranged ships.
The Covering Fire promo fits the unit role perfectly. - 50% vs cities, but can pressure land units 2 tiles inland with the -15% cs and +20% def bonus.
Also adds some element of air-play in the sea, during a time when you start to see a good amount of aircraft and AA guns (can finally have Pearl-Harbor plays!)
It won't die to ironclads, but will to destroyers, subs, and cruisers. Pretty fair for a late modern-era unit.
We originally took out 2 range because of the oppressive dromons, so I think a 2 range unit in modern should be OK.
Another idea:
Make coastal tiles cost 2 movement for industrial ships and above.
I don't like the idea of "range available only for cruisers and up" because it seems a little arbitrary and you'd have to dig to find out why some units could get range and others couldn't.
I do like the idea of scrapping range as a level promo and only having it as a unique promo.
Unless your target is a city, in which case it's more like -1 range = -4 movementon the turn itself that combat is performed in, you could say -1 range = - 2 movement
If you're looking for an IRL justification, there are two:
Cruiser is the first ranged ship after the rifling tech. It's the first ranged ship in-game using shells instead of cannonballs. It's also the first ranged ship in the game whose primary mode of battle was not the traditional line of battle.
I mean, here's the deal. I can either
a.) Just give two units range and have a relatively balanced naval game post-industrial.
or
b.) 3d model and design an entire new unit, new artwork, etc. to fill in a slot that won't actually fix the range issue.
I don't really see any relevance for b, sorry.
G
some UU has "mystic blade" (Kris swordsman?) which then adds another promo post-combat.. the structure already exists in VP tables, and I think a new promo can use this format w/ simple DB entries from what I remember.
elsewhere in promo tables, I think I recall a temp-promo "timer"... through these mechanisms, could we get a -movement promo applied for x turns after combat (minus 1 or 2 moves, for 1 or 2 turns at most i'd say). If you can hit movement only on turns where combat is an issue, you're effectively almost doing the same thing as the -range change... but the AI only has to sort out a unit with less movement.. rather than figure out how to "setup", or whole new unit line altogether.. and I think we'd clean out some other cheese missed by the latest update.... ideally maybe something like this should apply only to attacker, but I think that would break the no-code rule
That's a good point. Is it possible to automatically give battleships the +1 range promotion? That way they have 2 range, but could not go to 3 range.