[Idea] Realistic City Siege

No problem... glad I was able to write clearly enough to get it to make sense. I know it can be tough to keep up with something like that when explained with all the corner cutting on details.
 
Thanks TB!

I was wondering why the early traps are so weak. I think if you set pit traps properly around the city, the damage would be much higher than 5% and the change to get hit are also probably higher. Would be easier if units had different amount of health points... :D

I also thought of EMP traps (mostly against vehicles), Gravitation/Antigravitation Traps (either sticks you to the ground unable to move or shots you out in the Space.
And I think modern traps can hit hovercrafts as well. They might use Laser or measure the heat of a Hovercraft to tell if something is there.
 
I also thought of EMP traps (mostly against vehicles), Gravitation/Antigravitation Traps (either sticks you to the ground unable to move or shots you out in the Space.
And I think modern traps can hit hovercrafts as well. They might use Laser or measure the heat of a Hovercraft to tell if something is there.

Good ideas.

And that's why I have it so the Hovercrafts do not get hurt from Pit, Mechanical and Land Mines, but do from Booby Traps and Robotic Traps.
 
Added Spiked Pit Traps, Germ Traps, EMP Traps, Nanobot Traps and Gravity Traps and pushed to the SVN.

I did not think AI Robotic Traps fit anywhere so I left them out. I also added a Biological Warfare trap called "Germ Traps".

Note that the EMP, Nanobot and Gravity Traps can take out Balloons and Helicopters too. I have the Nanobot Traps effect Anitgav Crafts but not Nanites. While the Gravity Traps can take out Nanites but not Anitgav Crafts. Thus one must have both Nanobot Traps and Gravity Traps if they want to be fully protected.

Similarly EMP Traps takes out all Machine based CC while the Germ Traps take out all Biological CC.

Later on I may want to add Anti-Matter, Disintegration and Time Freeze traps.
 
I think EMP will also affect normal biological units. A Soldier nowadays is not just carrying Armour and Weapons, but also GPS, mobile phones...

I saw in a movie (don't know which one) that they prepared the battlefield with oil and once the enemy troops where there, they set the oil on fire. So maybe Fire Traps/ Burning Oil Traps?

And it should be possible to lit an oil fire with electro sparks caused by the metal amour. Would work as a punk building I think.


And I read something about an early "robot" defense in the medival times. The Robots couldn't actually fight, they were just to repel the enemies.
Just as plans from Da Vinci, I'm not sure if they ever were used.
 
@hydro

I see you add it. I dont have current svn but my proposal was

Pit traps - revelated by traping not mining like now. Pit trap is a simple covered hole not as deep as entire mine :)

spiked pit traps - revelated by wood working where the log ram is
 
And I read something about an early "robot" defense in the medival times. The Robots couldn't actually fight, they were just to repel the enemies.
Just as plans from Da Vinci, I'm not sure if they ever were used.

This is what the Clock Golem (Clockpunk) basically is.

@hydro

I see you add it. I dont have current svn but my proposal was

Pit traps - revelated by traping not mining like now. Pit trap is a simple covered hole not as deep as entire mine :)

spiked pit traps - revelated by wood working where the log ram is

Good idea.
 
This is what the Clock Golem (Clockpunk) basically is.

The Golem is for attacking and seems more or less autonom. I proposed a building like "Dummy Defenders" that could add some repel and maybe +5% or 10% Defense, since the enemy aims on those, too, not only the real defenders.
 
Oh I see. That's a cool idea for Clockpunk.

Didn't they do this in the civil war? Prop dead soldiers up with rifles pointing out to make it look to the enemy that your strength was much higher than I actually was? Not really a clockpunk thing (they are not FUNCTIONAL dummies)
 
What about Snare Traps that have some small amount of repel (and maybe even a small defense increase) but don't actually do damage themselves? Sounds like a good place for trapping to start.

And Caltrops (vs mounted), Road Strips (like modern police utilize to blow out tires - vs wheeled), and Claymores (all US Army soldiers are trained to use these - vs Gunpowder) are some I'd been thinking on as well. Barbed Wire Snares placed randomly about are also utilized in modern warfare.
 
Sounds like cool non-leathal weapons to increase the chance of capture! :)


Koshling, they may be used in the civil war (don't know), but that doesn't mean they can be used by robots earlier with a Punk-Tech. Tanks have been realized much later, but there is a Da Vinci Tank for example.
 
Before we will tweaks ram line I will add my unit changes proposal related to realistic city siege

Unit changes

- 20% city attack for archer and bowman (entire archery line will have - city attack modiffier)
- 20% city attack for mounted (entire mounted line - city attack modiffier)
- 20% city attack for chariots

Like i said elsewhere cities mens tight streets and a lot places to hide so archers, mounted and chariot should be less effective.
 
- 20% city attack for mounted (entire mounted line - city attack modiffier)

I think it depends upon which mounted unit. Elephants and Mammoths would be good at city attack.
 

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@hydro
Agree
 
@TB

1 Can we add anoter tweak to siege units to be capturable like in civ3. It simply dosent make sense when i attack unprotected siege ram with my mounted infantry and i loose.

2 Foot units shouldnot be able to witdraw from battle with mounted units because mounted are much faster. It is annoying when skirmisher run away from battle with your mounted infantry
 
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