i didn't thought about that, but it would more accurate if they could coexist in the same square (but i know it would be very hard to achieve).
More accurate, yes, but IMO it works better gameplaywise if there is still *some* risk from worms. And it could lead to visual clutter and confusion (imaging a stack with thopters and suspensors being ordered to move into a tile with a worm on it; accidental combat occurs).
Besides, a thopter has to land eventually, and the worms are always hungry
and have a larger radius (about 6 or 8 tiles) for ground vehicles and the same or a bit less for suspensor units.
I see what you mean <larger detection radius for vehicles and suspensors> and it makes logical sense, but I worry that the runtime requirements of making every worm check 36-64 tile grids every turn would make this not worth the cost.
[Also: the check is only triggered for units actually on desert tiles, and only suspensors, thopters and fremen melee (and maybe eventually fremen guardsmen) can enter desert tiles. So vehicles will never be there except as cargo, where they wouldn't be attracting anythnig extra.]
And by the way, why ground vehicles have to relay on transport to cross desert? In every other dune game vehicles have been able to cross desert without more problems than attracting a worm to them.
If we did this, vehicles would just be identical to suspensor units. So we would be *losing* design flexibility.
I think the status quo works fine, anything else would be a major reworking.
I think we are a lot closer in Dune *feel* than any of the PC games are, and the aim is mostly to recreate the books, rather than the games.
And of course, there aren't really any ground combat vehiclse in the Dune books, but they're fun, so we add them. Purely melee combat (even ranged weapons are mostly absent from the books, except lasguns and pistols) wouldn't be much fun.
If you want a logical argument; in the pc games, the scale of a fight was always very localized and tactical. Whereas here we're repesenting a large chunk of the planet, with distances in hundreds or thousands of km. Vehicles would need to have supply lines, fuel stores, etc; ground vehicles are not really designed to be able to make protracted campaigns across the extreme deserts of Arrakis.
By the main reason: its more fun this way, and it makes the deserts feel more impassible.
We have: weak-go-anywhere units (suspensors and thopters), limited movement cost efficient units (infantry) and expensive fast land-only units (vehicles).
Oh, and now thinking about it, i feel worms are too slow, infantry shouldn't be able to run away from them
Gameplay issues: having exporing units getting killed by worms that run at them out of fog of war is just no fun. Also, AI weakness. The AI can move its workers away from a threatening barbarian unit; if it couldn't, it would keep getting its workers eaten all the time.
Besidse, the only infantry that can walk on desert are Fremen (who *can* avoid worms) and workers (who arguably have some aircraft with them).
It would also be a bit odd to have worms attracted from the other side of a continent. 6 tiles is probably a very long way.
But fremen can build guardsmen so they shoud be able to defend themshelves from thopters like every other civ. If you make melee units able to destroy aircraft you are overpowering them and making missile troops unnecessary
This has been an element of Civilization games since forever: pikemen could shoot down fighters, heavily fortified musketeers could shoot down a helicoptor, etc. Its an abstraction that *works* in a game that relies on a winner-take-all combat system where the unit that loses is completely destroyed while the unit that survives can heal back to full strength in a few turns at no cost, and where the strongest defender always defends a stack.
Yes, its unrealstic, but its more fun than the alternative.
Missile troops get strength bonuses vs aircraft, aircraft get strength bonuses vs melee units, thats good enough to model melee units being at a disadvantage, and to make guardsmen more effective than melee units when fighting aircraft.
I'd have no problem with slightly tweaking up the thopter bonus vs melee units if you feel its necessary balancewise. Maybe 35%?
If we were being accurate, Dune has no real ground:air combat anyway (or vice versa), since basically everythnig is shielded, so they'd only fight by having the aircraft land ground troops.
And even in the original Dune book, Fremen are able to capture a Sardaukar thopter (and then kamikaze it at a troop carrier).
* * *
Its good to think about and re-evaluate these design decisions, so thanks for mentioning the things that seem strange to you. Its alway useful to get that kind of feedback, particularly aspects of the "first impressions" type, which is where we really want the mod to shine.
That said, I think there are some good gameplay reasons behind the current design, and I'm not sure I see a big enough gain from changing those.