ZergMazter
Prince
Hello guys
I've been thinking about a way to make naval warfare in my mod more like the 'Battleship' game.
That means that im trying to change the way naval battles happen like this:
1- Instead of using your ships to engage in a one time battle deal in which you could either live or die, you will just rely on bombardment as your main attack which will make dynamic fights as you will not necessarily die from one strike.
Here are some general rules I'm planning to change:
1- Keeping movements from 6 to 9 movements, but with 'treats all terrain as if roads' flag on, and your actual movement value being either 2-3 which would translate to 6-9 with the mentioned flag on. This is so that when engaging enemy ships, or firing your cannons, your movement gets limited by losing a full 1 (3/w flag) movement point and cant run off so far away from the battle area, giving the damaged ship a chance to find you and bombard you.
2- Increasing bombard range from 2 to 3-6. This helps feed the idea about 'battleship' style combat. You will have to use on board ship radars to scan territory before you run out of movement points in hopes to getting close enough and fire at them once your target has been found. The AI wont use radars but its ok as they already know where you are.
3- Increasing movement cost of naval tiles by certain amounts except for coastal tiles to make it harder for ships to hit and vanish from your coast into to ocean.
4- Adding a drone technology to allow humans to build scouting drones that can be loaded into ships, giving humans a bit more expanded recon capability, as the AI has 100% recon advantage over you, since they always know where you are. This is to even it up a little bit ( If you work hard enough to get the resources, and research the tech of course)
Some of the things still working on:
1- Trying to decided the best amount of movement on roads (2 or 3). So far I'm thinking 2 might be better, down from 3.
2- Trying to figure out how to best manipulate the AI into only bombarding with naval units.
Some untested examples are:
A: 1 attack, 20 defense, high bombardment?
B: 0 attack, 20 defense, high bombardment?
C: Still working out some other ideas.
I will post soon if this is achieveable or not. See ya soon!
I've been thinking about a way to make naval warfare in my mod more like the 'Battleship' game.
That means that im trying to change the way naval battles happen like this:
1- Instead of using your ships to engage in a one time battle deal in which you could either live or die, you will just rely on bombardment as your main attack which will make dynamic fights as you will not necessarily die from one strike.
Here are some general rules I'm planning to change:
1- Keeping movements from 6 to 9 movements, but with 'treats all terrain as if roads' flag on, and your actual movement value being either 2-3 which would translate to 6-9 with the mentioned flag on. This is so that when engaging enemy ships, or firing your cannons, your movement gets limited by losing a full 1 (3/w flag) movement point and cant run off so far away from the battle area, giving the damaged ship a chance to find you and bombard you.
2- Increasing bombard range from 2 to 3-6. This helps feed the idea about 'battleship' style combat. You will have to use on board ship radars to scan territory before you run out of movement points in hopes to getting close enough and fire at them once your target has been found. The AI wont use radars but its ok as they already know where you are.
3- Increasing movement cost of naval tiles by certain amounts except for coastal tiles to make it harder for ships to hit and vanish from your coast into to ocean.
4- Adding a drone technology to allow humans to build scouting drones that can be loaded into ships, giving humans a bit more expanded recon capability, as the AI has 100% recon advantage over you, since they always know where you are. This is to even it up a little bit ( If you work hard enough to get the resources, and research the tech of course)
Some of the things still working on:
1- Trying to decided the best amount of movement on roads (2 or 3). So far I'm thinking 2 might be better, down from 3.
2- Trying to figure out how to best manipulate the AI into only bombarding with naval units.
Some untested examples are:
A: 1 attack, 20 defense, high bombardment?
B: 0 attack, 20 defense, high bombardment?
C: Still working out some other ideas.
I will post soon if this is achieveable or not. See ya soon!