Ahriman
Tyrant
Bombardment= exactly the same as ordinary combat.
I really doubt it. If nothing else, I would guess that actually attacking a unit in "melee" would do a lot more damage than a ranged bombardment.
Bombardment= exactly the same as ordinary combat.
I really doubt it. If nothing else, I would guess that actually attacking a unit in "melee" would do a lot more damage than a ranged bombardment.
Why, that would tend to gimp artillery. (unless you add the Additional qualification of seperate ranged+melee strengths)
The only difference I could see being necessary/useful is if units are 1 Hex away, and take sufficient damage from being attacked, they can be forced to or given the option to move/retreat.
Possibly also surrounding bonuses.
Artillery need to be very powerful from range but useless in adjacent combat in order to make flanking a viable option.
Absolutely, siege units should be more effective at bombard than melee.
Makes much more sense than trying to make melee and ranged combat equivalent.
You don't need special rules... just make 'Artillery' units weaker... which means they have to be used at range to be combat effective.
Seeing that accuracy decreases with range for all units in all times, this can be reflected as different attack strength the farther away the units are. So riflemen are more powerful at point blank range than when they are one hex away. Battleships will be able to shoot at eachother from a distance while inflicting minor damage to eachother and the underdog will try to increase the distance to minimise the damage he is getting. So, assuming a 5 tile range:
1tile : 24 (point blank)
2tiles: 16
3tiles: 10
4tiles: 6
5tiles: 4
Having promotions or range enhancing technology could skew the range penalty. Missile cruisers may have a much less pronounced range penalty, thanks to guidance technology.
Hey you know what be fun? Let's translate an article in English about Civilization back and forth from Dutch or some other language until the translation "stabilizes" and see what we get.
We did not invent the algorithm. The algorithm consistently finds Jesus. The algorithm killed Jeeves. The algorithm is banned in China. The algorithm is from Jersey. The algorithm constantly finds Jesus. This is not the algorithm. This is close.
However, for primarily ranged troops, you will need this system to be inverted, at least partially. If archers deal more damage at adjacent range then flanking them is completely counter productive, you want to keep 1 tile away and they want to get closer to you. This basically turns them into front line troops with a ranged perk, not ranged support troops that are vulnerable to flanking (as they should be).
You gotta pick one.
I guess as a third possibility, you could purely have atillery have a longer bombardment range, but that just turns the whole game into ranged bombardment, and destroys all the importance of unit placement/positioning/terrain, and would suck.
Basically the whole game IS ranged bombardment... as long as ranged bombardment
1. can have counter attacked
2. can take place at range 1
I love how you always seem to think your particular weird idiosyncratic design is the only possible "obvious" solution.The Obvious Solution is:
It CAN still be blocked... If I stop the Rifleman from getting into 2 Range, I have blocked themI don't think that's a useful way to think about it. First, ranged combat (beyond "range 1"/melee) can't be blocked by other units. So it is fundamentally different from normal melee.
And if you destroy the unit entirely, you can then move into the tile using a normal movement, regardless how it was destroyedSecond, and we don't know if this will be implemented yet, but in previous Civ games the winner has been able to move into the tile of the defender. Doesn't happen with ranged combat.
Possibly this might only happen if you destroy the unit entirely.
OK not obvious to a civ iv player, but obvious to a civ 5 player, especially given the WYSIWYG principle.I love how you always seem to think your particular weird idiosyncratic design is the only possible "obvious" solution.
No, the most "obvious" solution would be Just Like Previous Versions of Civ, where ranged bombardment is very different from melee unit to unit mechanics, and has different combat calculations.
Why? Just make Catapults "AntiFortification" archers (ie bonus for attacking City walls and Forts)Under your system, catapults would have to have longer range than archers,
Historically war is a close-in fought battle. Turning everything into ranged bombardment would be completely lame.
"To once again ridicule our eastern neighbour's (Germany, TR) obsession with numbers we ask in a thick German accent: 'How many hexagons are there in zee game?'
The article quote Shafer as literally saying:
which translates to:
"All ship in Civilization V can carry unit. This way it should become more attractive to build a big navy."
This contradicts earlier reports of units becoming their own transports.
maybe ships aren't exactly "carrying" the land units but escorting them. You need to have a ship in the square, perhaps, to get a land unit to enter it, but "carrying" might just be one way of looking at it. Perhaps graphically it's represented differently.