Evie
Pronounced like Eevee
That could be useable too, but then you'd have to make them carriable aboard just about every warship. Probably give the ASW helo ability to the standard transport helo to make them *generally* useful.
Originally posted by a4phantom
That would probably work for gameplay (assumption because I never use transport choppers and my enemies don't get to use subs) although it might annoy some of the accuracy fiends - I don't know what we're using for ASW choppers these days but I doubt it's the Black Hawk!
Another option would be to designate a certain fast and cheap ship for them (Destroyers or a new ship) that could dart around the carrier group launching the ASW helo on a sweep that would cover a certain radius and alert you to the sub's presence and make a bombard attack on it. You would need quite a few of these and have to be constantly vigilant, which would mirror reality, and since nuke subs are fast they would still have a dangerous chance.
Originally posted by Arkaynnus
i have several suggestions for improvements to the existing warships.
1) i find it strange that an Aircraft Carrier costs fewer production shields than other warships, like a Battleship or AEGIS Cruiser, especially when you consider that WWII wuz the end of the era of the battleship, and the aircraft carrier became the most deadly surface warship.
so my suggestion would be for the devs to use the WWII-style "flat-top" carriers from the Conquests WWII scenario and make them available in the regular campaign, raise their production cost to at least the same as Cruiser, or perhaps a Battleship, and give them a 4 plane capacity. then make the current Aircraft Carrier the most expensive surface warship (perhaps 50-100% more expensive than a Battleship) and increase its plane capacity to 8. naturally, the Flat-top carrier would have lower Attack/Defence/Movement ratings than the modern Aircraft Carrier too.
2) the Nuclear Sub should be the most expensive warship, period. an Aircraft Carrier is like a Greek Trireme compared to a Nuclear Sub. and a single Nuclear Sub carrying a Tactical Nuke is more powerful than any Aircraft Carrier fully loaded with bombers. so at the very least a Nuclear Sub should be equally expensive as the 8-plane Aircraft Carrier i proposed, but should probably be ~100% more expensive than that.
3) it's a shame that there's only the WWII-style Submarine and the Tactical Nuke-carrying Nuclear Sub. i think there should be a Hunter-Killer Sub, with better A/D/M ratings than the both of the regular sub, and would specialize in, what else, hunting and killing opposing subs. considering that nuclear subs are faster than any surface warship, if an AEGIS Cruiser has an 8 movement rate, than a H/K Sub should have a ~10 movement rate. also, regardless if there's a new H/K Sub or not, Submarines should either upgrade into one of the advanced. also, the Nuclear Sub should have better A/D/M ratings than the regular Submarine.
4) advanced warships should be able to carry Cruise Missiles. i think it should work as follows:
Destroyer = 1 Cruise Missile (CM)
Cruiser = 2 CMs
Battleship = 3 CMs
AEGIS Cruiser = 4 CMs
Nuclear Submarine = 2* CMs
* - Possibly the Nuclear Sub could carry either 2 CMs or only 1 Tactical Nuke.
5) Transports should be able to carry Tactical Nukes, but they wouldn't be able to launch them. also, if advanced warships were given the ability to carry Cruise Missiles, than a Transport should be able to transfer the missiles it carries to those ships AT SEA, so they can be fired by the warship. however, Tactical Nukes could only be loaded aboard a Nuclear Sub in a city's port.
6) perhaps add a Missile Frigate ship, which could be an upgrade to the standard Frigate. failing the ability to load Cruise Missiles onto all advanced warships, perhaps the proposed Missile Frigate could be loaded with CMs instead. or perhaps the Missile Frigate would simply attack with its own missiles, which would be roughly equal in attack power and range to a Cruise Missile. however, the Missile Frigate would only have the "view" range equal to an AEGIS Cruiser, so it would need a spotter to attack targets out of its visual range.
7) regarding a submarines Sneak Attack ability, i think if there is a opposing submarine in the enemy's ship stack, the sub should have to defeat that sub first before it can sneak attack its target. for example, if you have 2 Subs and the enemy has a stack of 2 Battleships, a Carrier, and a Sub, if you want to destroy the Carrier, you have to defeat the enemy Sub first. basically you couldn't sneak attack the Carrier at all until the Sub wuz destroyed. so your first Sub would attack and destroy the enemy sub, thereby using up its attack that turn, and then your second Sub could sneak attack the Aircraft Carrier. this is far more realistic, because an attacking Sub couldn't get anywhere near an Aircraft Carrier while it's under escort by a defending Sub, therefore it should have to destroy it before it could attack the carrier.
8) after researching the Tech that allows you to produce Marines, you should gain the ability for ANY military unit to attack directly from water, however they would incur a significant attack handicap, perhaps -50%, for doing this. perhaps only non-vehicle units could attack from water, like Infantry or TOW Infantry, NOT Tanks or Modern Armour, etc. also, regardless if non-Marine units can attack from the water, a Worker should not be able to prevent a non-Marine unit from moving onto the land square it occupies, thereby preventing players from using Workers as blockades from water attacks.
9) i've come up with a NEW IDEA, which is a Repair Ship. we all know that the defender always is at an advantage, but this is never more true than in naval warfare. the defender can use their ports for shelter and repair, whereas the attacking ships are totally exposed and incapable of self-repair. i propose a Repair Ship, or some type of mobile ship repair facility, which would enable you to repair your ships away from your city ports. it would be similar to the Sub Pens used in WWII by both sides to refuel and repair submarines and U-boats. it would be similar to an oil rig, a slow-moving facility, perhaps with a maximum movement rate of 2, and would have no attack or defence abilities, just like an artillery unit -- and therefore could be captured by the enemy.
Originally posted by Oda Nobunaga
I'm not particularly worried about that kind of retaliation. If you plan your invasion well (instead of piece-meal carriers-backed attacks), you just plain don't need carriers, not in their present form at least. By the time I take a town like that I'll have a fleet of fully loaded transports of MAs and MIs coming in to hold the town after I take it, so my airplanes would be as safe if not safer this way than any other way - for example they wouldn't have a big target sign fo any stray sub, which they have when on a carrier. I'd much rather trust my plane's safety to a stalk of 30, 40+ Mech Infantries (which is usually the minimum I have to defend my bridgehead during the early turns an invasion against a modern enemy) than to a carrier which any submarine can sink with barely any effort.
As for "liking naval like it is", the way naval combat is currently set makes it an unimportant sideshow - you don't need it. Which is complete bull in regard to history.
Regarding leveling a small nation with carriers...that's four carriers *AND* the sixteen (costly) bombers built for them, which represent twenty units.
With twenty modern armors and arty (combined in any number), I could probably level a small nation pretty easily too. And one may note, he would have leveled the small nation faster if he had built 20 bombers operating from a land base instead of the four carriers which provided nothing except a base of operation. Carriers are essentialy entirely worthless the second you have a land base, and even when you don't, it's generally equally easy to just *take* a land base than to sit around and waste your build points on more carriers than you need to provide air cover to your fleet.
Now, I see the following as missions that could be added at sea (in Civ IV) to make things far more interesting.
1)Blockade. A unit on "blockade" order (only available for frigates, ironclads, subs (and nuke subs), cruisers, aegis cruisers and battleships at sea, and for attack planes in the air) instantly cause any square around it on the map to become part of your territory as long as the unit is on blockade duty (city square being, of course, exempted from this effect). The unit essentialy become a 0-culture city, except that the unit's "cultural influence" wins out against any other cultural influence for determining who control the territory. Of course, if any units move in the blockade zone you can ask them to leave, and just as well, any sea trade through the blockaded area becomes impossible (if you want it to be so). (Note : the cultural influence from a blockade CANNOT extend to a land square).
Attack planes operating from carriers would do the same, except they would count as 10-culture city to determine their radius of control. Carriers suddenly look a whole lot yummier if they have the ability to exert this kind of influence.
This would virtually force players to make navies to keep their ressoures trade flowing if they have any (except on pangea maps, of course), which would make naval warfare a lot more important - you need warships for more than escorting your troop transports and bombarding a few targets at that point.
Originally posted by Arkaynnus
i've been tinkering around the units using CivEdit, which has allowed me to more or less create or modify the sea units like i've wanted to.
basically what i did wuz take the Destroyer, Battleship, and Carrier and create "Modern" variants of them all. the main difference wuz that they had increased Anti-Air Defence, so they weren't so vulnerable against conventional Bombers.
i created my "Super Carrier" with an 8 plane capacity, as well as increased its Defence, so it wasn't so vulnerable to sub stealth attacks. i tried to figure out how i could load Cruise Missiles onto the Modern Battleship, but i figured it would be easier just to modify the Battleship's bombard attack to be equivalent in range and power of a Cruise Missile, which simplified matters.
i added a Hunter/Killer Sub, which is faster and more powerful than the Nuke Sub. i'm working on balancing it though, 'cuz right now at 12/8/8 it can stealth attack and sink Carriers and Transports with no problems -- i want to make it harder, so i might reduce it to 10/6/8. i also modified what ships all the subs could stealth attack, so they can only stealth attack ships that lack sub detecting abilities. it's not a huge change 'cuz they still can target Carriers and Transports, but they can't Stealth Attack Nuke Subs anymore.
i also a Missile Frigate as well as a Nuclear Cruise Missile. i'm having difficulty getting the NCM to work correctly. i want to be able to load at least 2 NCMs onto a Missile Frigate, but i don't want the MF to be able to load Tact Nukes. also, i'm trying to figure out how to enable the NCM to nuke a single square without leaving collateral damage in the adjacent squares.
to balance the threat of bombers, i've changed it so Bombers and Stealth Bombers can no longer be loaded aboard Carriers. i've also added a Torpedo Bomber and Naval Bomber. the NB is basically a combination of a Fighter and Bomber -- it has shorter range and a weaker bomb attack than the standard Bomber, but more than the Fighter, and can be loaded on carriers. i'm having difficulty with the Torpedo Bomber, 'cuz i want it to have a devastating attack against ships, but it cannot attack land targets at all. i also tried adding an Anti-Sub Helicopter; i gave it sub detecting ability and a decent bombardment power, but it has the same problem that it can attack land targets but it shouldn't be able to. also, i've tried to allow my Modern Destroyers and Modern Battleships carry a single helicopter, unfortunately, they can carry ANY aircraft, which is wrong.
although the game editor is simple enough to use, it just doesn't allow you to do certain things -- or at least i haven't figured out how to do them yet.
Originally posted by Arkaynnus
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to balance the threat of bombers, i've changed it so Bombers and Stealth Bombers can no longer be loaded aboard Carriers. .