I'm trying to decide on what kind of system to use for Minefields in a scen.
The following are some systems I have contemplated:
Using MGE:
- 'Minefield' terrain type slows movement, provides no defence bonus, can be placed/removed by Engineer unit from Plains, Grassland, Desert.
- Random ChangeTerrain event places 'Minefield' terrain (only on sqaures that already have Minefield). Any unit there is deleted.
- Invisible (no image; always invisible--to the human player) 'Minefield' unit that is immobile and has a high defence factor.
- Invisible ('submarine' flag; i.e. can be revealed by units and seen by units with 'see sub' flag--Engineer?) 'Minefield' unit that is immobile and has a high defence factor.
- Invisible (no image) 'Minefield' sea unit in lone Ocean square (place RR tile improvement--altered to resemble surrounding terrain--on that square to cover water) with the 'destroyed' flag, a high attack factor and a movement factor of 1. New 'Minefield' unit is spawned every few turns.
- Random spawning of invisible (no image) air unit (over Minefield terrain?) with 'destroyed' flag, a movement factor of 1, fuel factor of 1 (unit either attacks in that turn or is lost--to prevent it roaming the map).
Using ToT:
- 'Minefield' terrain type is impassable to tanks, can be placed/removed by Engineer unit from Plains, Grassland, Desert.
The immobile 'Minefield' unit has an advantage in that you can specify the owner, thus that civ can enter those squares without suffering damage--unlike the enemy.
The terrain has the advantage that it slows progress without having to respawn any unit. Of course, unless you're using ToT, all it can do is hinder movement and lower defence.
The random spawning of deadly air units is also interesting as it keeps the human player on his toes since he does't know where the units are going to appear. It also has the immobile unit's advantage of doing damage only to enemy civs.
The disadvantage of using air units is that it becomes tedious for the human player to give orders to the units whenever they spawn (unless there are AI allies that can do the job for you).
(Setting the Barbabrian civ as the owner means that everyone gets attacked--not realistic since the defender (i.e. the civ whose territory is being encroached upon) will obviously know where he placed his own Minefileds.)
Tell me which one you think is most appropriate. And if you can think of anything that isn't listed or a way of making what is better, please post it.
The following are some systems I have contemplated:
Using MGE:
- 'Minefield' terrain type slows movement, provides no defence bonus, can be placed/removed by Engineer unit from Plains, Grassland, Desert.
- Random ChangeTerrain event places 'Minefield' terrain (only on sqaures that already have Minefield). Any unit there is deleted.
- Invisible (no image; always invisible--to the human player) 'Minefield' unit that is immobile and has a high defence factor.
- Invisible ('submarine' flag; i.e. can be revealed by units and seen by units with 'see sub' flag--Engineer?) 'Minefield' unit that is immobile and has a high defence factor.
- Invisible (no image) 'Minefield' sea unit in lone Ocean square (place RR tile improvement--altered to resemble surrounding terrain--on that square to cover water) with the 'destroyed' flag, a high attack factor and a movement factor of 1. New 'Minefield' unit is spawned every few turns.
- Random spawning of invisible (no image) air unit (over Minefield terrain?) with 'destroyed' flag, a movement factor of 1, fuel factor of 1 (unit either attacks in that turn or is lost--to prevent it roaming the map).
Using ToT:
- 'Minefield' terrain type is impassable to tanks, can be placed/removed by Engineer unit from Plains, Grassland, Desert.
The immobile 'Minefield' unit has an advantage in that you can specify the owner, thus that civ can enter those squares without suffering damage--unlike the enemy.
The terrain has the advantage that it slows progress without having to respawn any unit. Of course, unless you're using ToT, all it can do is hinder movement and lower defence.
The random spawning of deadly air units is also interesting as it keeps the human player on his toes since he does't know where the units are going to appear. It also has the immobile unit's advantage of doing damage only to enemy civs.
The disadvantage of using air units is that it becomes tedious for the human player to give orders to the units whenever they spawn (unless there are AI allies that can do the job for you).
(Setting the Barbabrian civ as the owner means that everyone gets attacked--not realistic since the defender (i.e. the civ whose territory is being encroached upon) will obviously know where he placed his own Minefileds.)
Tell me which one you think is most appropriate. And if you can think of anything that isn't listed or a way of making what is better, please post it.