No going back to original thread, fixing the melee line. My idea is as follows:
Make all units take significantly less damage with every additional ranged attack in same turn
Example: You have 2 Swordsmen (Laurel and Hardy), and enemy has 3 Archers (Moe, Curly and Larry). Now, if Laurel gets attacked by Moe, he takes normal damage. When Curly strikes, he already cowers in and takes only 2/3 of normal damage. By the time Larry attacks, he is so entrenched he only takes 1/3 of normal damage, whereas the Larry would inflict 100% damage to Hardy or the city they are attacking.
The reason for this sort of system is I think the main problem with ranged units is they become far stronger the more of them you have, thanks to the ability to kill off units and taking no damage at all.
So instead of simply nerfing their attacking strength, which in my opinion would lead to single (too few) ranged units being useless and only worth to be built in blocks, I thought of this system, that keeps the balance for small ranged armies, while "correcting" the damage for those massive ranged armies that can turn the front line into a death zone.
Of course those numbers in the example are just an example, but I picked those to demonstrate the basic idea.
Sending production will be useful if you have a spare route, because you can send production to a city to make troops faster, and send food around to make your cities larger in general.
Sorry, but such a solution just doens't make any sense at all. Why should the target take less damage just because it has already been targeted before? This seems like a very illogical and hence unsatisfactory solution to a problem which can be solved by other means. In order to be able to attack with a lot of archers on the same unit, you will need to either be lucky with placement, or send them unguarded to the front. If they can survive being send unguarded forward, then the problem is either that archers have too high melee strength or that the units that are supposed to take them out (mounted units) have too low melee strength. If archers do too much damage, then they have too high ranged strength. There are many variables one can adjust before turning to strange, counterintuitive game mechanics.No going back to original thread, fixing the melee line. My idea is as follows:
Make all units take significantly less damage with every additional ranged attack in same turn
Example: You have 2 Swordsmen (Laurel and Hardy), and enemy has 3 Archers (Moe, Curly and Larry). Now, if Laurel gets attacked by Moe, he takes normal damage. When Curly strikes, he already cowers in and takes only 2/3 of normal damage. By the time Larry attacks, he is so entrenched he only takes 1/3 of normal damage, whereas the Larry would inflict 100% damage to Hardy or the city they are attacking.
The reason for this sort of system is I think the main problem with ranged units is they become far stronger the more of them you have, thanks to the ability to kill off units and taking no damage at all.
So instead of simply nerfing their attacking strength, which in my opinion would lead to single (too few) ranged units being useless and only worth to be built in blocks, I thought of this system, that keeps the balance for small ranged armies, while "correcting" the damage for those massive ranged armies that can turn the front line into a death zone.
Of course those numbers in the example are just an example, but I picked those to demonstrate the basic idea.
Discover Iron with Bronzeworking
Give Swordsmen/Longsword/Musketman Cover I
Simple fix that would address most issues
Cover I doesn't solve the problem of five archers teaming up on your one swordsmen and destroying him the moment he moves forward.
Sorry, but such a solution just doens't make any sense at all. Why should the target take less damage just because it has already been targeted before? This seems like a very illogical and hence unsatisfactory solution to a problem which can be solved by other means. In order to be able to attack with a lot of archers on the same unit, you will need to either be lucky with placement, or send them unguarded to the front. If they can survive being send unguarded forward, then the problem is either that archers have too high melee strength or that the units that are supposed to take them out (mounted units) have too low melee strength. If archers do too much damage, then they have too high ranged strength. There are many variables one can adjust before turning to strange, counterintuitive game mechanics.
Cover I doesn't solve the problem of five archers teaming up on your one swordsmen and destroying him the moment he moves forward.
Yeah, others have said it, but this is a really bad argument. Try pitching 1 archer against 5 swordsmen and se how THAT turned out. Does that make swordsmen overpowered?Cover I doesn't solve the problem of five archers teaming up on your one swordsmen and destroying him the moment he moves forward.
I half buy that for realism. I still say if you have 10 archers aiming at 1 person, there's a fairly good chance that they take him out. It's true that if you have 10 archers aim at 10 persons, chances are they'll take more than 1 of them out, in that sense making total damage larger, but that doesn't prevent them from taking that 1 person out. You cold make a model where half of damage is fixed and other half scales with target health as a compromise between these two, but I'm not sure I think it would make for better gameplay.Actually it does make some sense in terms of actual warfare. Suppose you have two platoons, one of swordsmen with shields and one of archers. The swordsmen are packed in a typical rectangular formation. The archers fire, and arrows manage to find their marks on 50% of the swordsmen resulting in 50% casualties. The swordsmen likely are now spread out somewhat more than before, with gaps between them due to having just lost 50% of the platoon. The next time the archers fire, they could well only manage to take out 50% of the remaining platoon, because a platoon of archers cannot really concentrate fire on individual soldiers to increase their chances of hitting, they can only do the usual massive disperse volley.
As for artillery, even in fairly modern day situations such as WW2, shelling of entrenched forces in cities couldn't successfully wipe out entire forces for instance. The accuracy simply wasn't and really still isn't there, especially for ancient ranged weapons.
That argument is absurd because by extrapolation, they wouldn't need to fix anything in the game now. Just don't use it. You think Assyria is too strong. Just exclude them from the game. See, doesn't work, does it?
Also, this certainly doesn't work in multiplayer where most of the complaints come from.
Because you exclude part of the game from your experience. Or have you met anyone playing chess that thinks "Well, the Queen is so strong, it destryos the game, so I'm just not gonna use her?" or "let's play without our queens". Sure, you might wanna do it sometimes to play for fun or get better at the game (my #1 tipp to any low-level player "Play a game without building a single wonder"), but it's not how you are supposed to play the game.
Well I think we actually agree on most of this discussion, but the point I wanted to make was that if you pitch 5 units against 1 unit, no matter what unit you talk about, the single unit will always lose out, given that they are contemporary. Does that make the single unit weak?@kaspergm Sure, but then in civ were not talking about 100 archers, but 1000 to 10'000. Obviously, that's totally unrealistic to have one army consisting only of archers, but that's the civV warfare system for you. In any case, I wouldn't buy too much into the 'realism' side if it helps gameplay... (and can be reasoned one way or the other as razontair points out.