Xaviarlol
Warlord
- Joined
- May 27, 2011
- Messages
- 276
Hi Gazebo / crew / all
Just wanted to discuss modern warfare in CBP and hear other peoples thoughts on the below.
Guided Missile
In CBP you moved guided missile to earlier tech and reduced its damage to 50. Just wondering if it would be a good idea to create an upgrade in a later tech to bring it in line with modern warfare? I personally love using them but they are obsolete in the modern game due to the low damage.
Drones
There is a pretty cool drone/UAV unit mod ( http://forums.civfanatics.com/showthread.php?t=494209 ). I think there is definitely some space in the game for a unit like this. It is movable like a helicopter and can travel on water without embarking. It has a recon promotion, giving it naturally good visibility and is invisible (except by Destroyers and missile cruisers, same code as Subs) so it works really nicely as a spy plane. It can also carry 2 Guided missiles (but not nuclear), but otherwise can't attack. The hardest part about adding this unit would be the AI - it is not really good at targeting hover units in water.
Helicopters
A nice change would also be allowing helicopters to hover over water (at the moment they embark) (nevermind this change is already in CBP). This would allow them to engage naval units and give them a little more flavour then they currently have. One other change I've made in my own mod is to allow them to move after attack, reflecting its relative high-speed and giving it a little more utility.
Stealth Bombers
At present, these act as a simple upgrade to bombers. In my opinion this causes a few problems in the late game, mainly that you can't really counter them effectively. It is also highly unrealistic as B2 Stealth bombers do not replace modern bombers as they cost far more. In my mod I changed them to be standalone strategic bomber units that are much more expensive, cost 2 Aluminum, greatly increased production cost, and have a longer bombard range. Also removed upgrading bombers to stealth bombers.
Nuclear Submarine
This unit becomes far less effective after Missile Cruisers, to the point where it becomes silly to even build them. Missile Cruisers are better in every way - and they have direct bonuses against Subs. A few suggestions in keeping nuclear subs unique and effective is as follows:
- Remove combat bonus from Missile Cruiser against it. It is already more powerful in combat against nuke subs, it doesn't need to be able to one-shot them. No change to their ability to detect subs.
- Allow nuclear subs to move after attacking. This at least makes the nuclear sub a threat to the naval dominance of the missile cruiser and fits the right flavour of subs being hit and run attackers.
That's all I got for now, what are your thoughts?
Just wanted to discuss modern warfare in CBP and hear other peoples thoughts on the below.
Guided Missile
In CBP you moved guided missile to earlier tech and reduced its damage to 50. Just wondering if it would be a good idea to create an upgrade in a later tech to bring it in line with modern warfare? I personally love using them but they are obsolete in the modern game due to the low damage.
Drones
There is a pretty cool drone/UAV unit mod ( http://forums.civfanatics.com/showthread.php?t=494209 ). I think there is definitely some space in the game for a unit like this. It is movable like a helicopter and can travel on water without embarking. It has a recon promotion, giving it naturally good visibility and is invisible (except by Destroyers and missile cruisers, same code as Subs) so it works really nicely as a spy plane. It can also carry 2 Guided missiles (but not nuclear), but otherwise can't attack. The hardest part about adding this unit would be the AI - it is not really good at targeting hover units in water.
Helicopters
Stealth Bombers
At present, these act as a simple upgrade to bombers. In my opinion this causes a few problems in the late game, mainly that you can't really counter them effectively. It is also highly unrealistic as B2 Stealth bombers do not replace modern bombers as they cost far more. In my mod I changed them to be standalone strategic bomber units that are much more expensive, cost 2 Aluminum, greatly increased production cost, and have a longer bombard range. Also removed upgrading bombers to stealth bombers.
Nuclear Submarine
This unit becomes far less effective after Missile Cruisers, to the point where it becomes silly to even build them. Missile Cruisers are better in every way - and they have direct bonuses against Subs. A few suggestions in keeping nuclear subs unique and effective is as follows:
- Remove combat bonus from Missile Cruiser against it. It is already more powerful in combat against nuke subs, it doesn't need to be able to one-shot them. No change to their ability to detect subs.
- Allow nuclear subs to move after attacking. This at least makes the nuclear sub a threat to the naval dominance of the missile cruiser and fits the right flavour of subs being hit and run attackers.
That's all I got for now, what are your thoughts?