Paratroopers

If you think about it, this is not really very realistic. I don't believe paratroopers ever really drop directly on their target; it's too dangerous. That's why you can't drop directly on another unit, if it was real they would just kill you before you even touched ground.
 
They can't directly drop onto a city and take it.
But I do think they should be able to drop and move in the same turn, dropping will take 1 movement points, and they should have 2 movement points. The same for Marine, who can come ashore and attack in the same turn, or attack directly from boat.
 
Dropping on a city= bad Idea. Just think about it....

:coffee: Oh look, they're dropping on us...
:shakehead What to do, what to do...
:ar15:
Paratroopers: :aargh: [pissed]

Commander: Opps, my bad. Should have dropped them over there -->
General: No biggee, we have plenty more where they came from...

Pilot: I'm dropping you directly over the the enemy flak battery, your job will be to distract them while the bombers move in.
:wow: WHAT?
:bump: Less talkie more jumpy *shove*
:eek: AAAAAAAAAaaaaaaaaa.........
*Flacked*
 
You see, here is yet another reason why operational range is such a great idea! In MY system, Paratroopers would have an operational range of at 50% more than an average infantry unit, and a greater movement! So, you drop your paratroopers behind enemy lines, and they start sabotaging (read pillage and bombard) key enemy infrastructure, attacking weak enemy units and weakly defended enemy cities-deep in enemy held territory-and basically be a 'Pain in the ass' for the enemy, thus distracting him from your frontal assault with conventional forces!

Yours,
Aussie_Lurker.
 
If they cannot drop and attack in the same turn, they are virtually useless, because the weak paratroopers can be easily dealt with by enemy tanks.
 
If you want MHO, Dida, I think that a paradrop should be seperate from a paratroopers actual movement! Also, if you make the paratroopers a 'semi-invisible' unit, then they become a HELL of a lot more useful!! Also, Paratroopers should be able to build some kind of 'Outpost' in enemy territory, which would allow you to keep an eye on enemy movements near it, as well as acting a 'supply point' for your conventional units!!

Yours,
Aussie_Lurker.
 
Dida said:
If they cannot drop and attack in the same turn, they are virtually useless, because the weak paratroopers can be easily dealt with by enemy tanks.
well techincally, they are pretty useless even without tanks. 6 attack points in an age of infantry and soon to be mech infantry isn't very usefull. Allowing them to "drop attack" enemies directly seems like a fun idea however. its like dropping raw meat in a lion's pin, the defender should eat those paratroopers up.

I usually use paratroopers as a way to deny resources of my enemies. They are pretty good defenders against even tanks if you drop them on good defensive land. A group of 5 or more paratroopers can definitely hold off a few tanks. Of course this strategy is overshadowed if you have oil to build those precious bombers. I also found paratroopers very useful in the pacific campaign.
 
Dida said:
If they cannot drop and attack in the same turn, they are virtually useless, because the weak paratroopers can be easily dealt with by enemy tanks.

Agreed. That is what prompted the idea. I suppose by giving the extra movement point(s), paratroopers could become useful without with unrealistic attacking enemy units from the sky.
 
I liked Civ 2's paratroops. Nuke ---- Paradrop ---- Nuke ---- Paradrop. Quick end to the computer.
 
I would rather see Paratroops eliminated from the unit type altogether and become a special ability usable on tanks, infantry types, mobile infantry, and artillery. Call it 'airdropping' or vertical insertion. Have a form of reverse movement as well, to extract the wounded.

-Elgalad
 
I like the some of the ideas for paratroopers:

AussieLurker: So, you drop your paratroopers behind enemy lines, and they start sabotaging (read pillage and bombard) key enemy infrastructure, attacking weak enemy units and weakly defended enemy cities-deep in enemy held territory-and basically be a 'Pain in the ass' for the enemy, thus distracting him from your frontal assault with conventional forces!
If we created this, it would really add to the effectiveness of the paratroopers without adding to the strength of the unit. This would be even more effective with the concept of stealth which many people, myself included, have proposed in many various forms. Consult one of these. Reguardless of the one picked, the paradrop would have an increased chance of discovery. The stealth tech would reduced both of the chances of discovery, but not elimanate it.

Strengthen the paratrooper unit. Better attack and defense.

I could also be for the the idea of making air dropping an ability, not a unit. This could be done by having a tech upgrade all units, but I feel that would be to powerful. A Great wonder would unbalance power to much, as would a small wonder. I think the best idea would be to upgrade all units to air dropable. After the upgrade, a pair of wings would show up as an icon on the bottom of the unit.

The ability to extract units by helicopters is also essential.
 
I like that idea too Eagle. Have a tech requirement and then an upgrade that doesn't change any of the stats on the unit except adding the ability to perform air drops. Costs some money of course to upgrade and therefore you'd only use it for specific strategies, not as a general 'upgrade all units now' policy. :goodjob:

-Elgalad
 
Glad you agree, Elgalad.

The reason I perfer to have an upgrade system for airdropping over having the tech upgrade the unit because it would make it to accessible and elimanate the tactics and strategy involved in all air dropping missions. This upgrade system would limit the number of units that have this rare and valuable ability.
 
Back
Top Bottom