The range on cruise missiles is pathetic too, considering real life range.
Something that is being overlooked is the Air Unit Capacity of Cities now (well if you don't count the exploit to get more than allowed in).
No longer can you take a city and rebase a huge bomber / stealth bomber stack there to be in range of your next target city.
I find it useful to be able to take an enemy city, and be able to rebase a stack of missiles there right away, with no airport. Especially with an intercontinental invasion.
With interception chances much higher now, if the enemy has aircraft I am usually going to rebase at least 2 fighters to the conquered city, that leaves room for 2 bombers. Having an extra 20 guided missiles or whatever can make a difference.
Also they Can kill.. not just damage but sink a ship.
In summary, with being able to pump them out in 1 turn in any decent production city, the high mobility of them being able to rebase to any city worldwide, no limit on how many you can have in a city like conventional aircraft, can't be intercepted, can actually kill a unit after it's been damaged enough, I think they are a fun unit and am glad they made a comeback to civ.
Maybe allow them to be targeted speciafically at a building? Like in Road to War... you could target one to take out a factory or forge or something...
It would be interesting if the Mobile SAM could carry a few of these. Or perhaps if you could just buy missiles without having them clog up your build queue. I think it's a bit silly to buy a throwaway unit when you have cities developed so much they could spit out a tank in the same time. Perhaps a building (missile factory) that spawns a guided missile every x turns is what I'm looking for (much like that wonder in civ3 that spawns a special unit every x turns).
Maybe allow them to be targeted speciafically at a building? Like in Road to War... you could target one to take out a factory or forge or something...
But to make it realistic, sometimes you don't hit the target. "Your guided missile has failed to destroy the factory in Susa. Instead, it has destroyed a hospital."
Yes and SDI should work against them as well. I mean it would be only realistic. I mean todays cruise missiles can go around the globe or at least half of it and target a specific buidling. I think they just have to increase the production cost.
No it wouldn't. The whole point of cruise missiles is that they fly close to the ground to avoid radar detection.
thats right, but what I like about guided missiles is the fact that I can produce them in most of my cities in 1 turn (60 prod is not so much). If you have a stack of missiles in your coastal cities/subs they can severly damage an enemy invasion fleet.its not so much their range which annoys me as the fact that they are so weak. They should, at very least, be able to cause collateral damage or do 30-50% damage to a battleship, and not 20-30%. When my main production cities can build a tank in 2 turns, I don't see the advantage of building a guided missile in 1 turn. I would much rather have an extra tank/destroyer than 2 missiles.