Some Suggestions, Old and New

Axis Kast

Warlord
Joined
Apr 19, 2005
Messages
289
Location
Long Island, New York
1. I enjoy a wide variety of units in my games. I heartily encourage the creation of more realistic “flavor” units on either a per-civilization (probably too ambitious) or regional (i.e. Eastern/Western, or Asian/European) basis.
2. I support the notion of surfaced/submerged submarines, with nationality and “hidden” modifiers/toggles for each condition.
3. I propose the institution of long-term weather patterns, or, at the very least, we should see rain or snow, and, occasionally, natural disasters.
4. I propose the institution of a system of “regions,” whereby three or more cities in close proximity (i.e. whose culture boundaries overlap) would form a larger unit within one’s empire, yielding not only the outputs of their individual city squares, but perhaps an extra food, trade, or shield bonus.
5. Animate resources and/or worker units between turns. Schools of fish should jump. Oil geysers should spout. Gold might gleam or glint. Between turns, workers shouldn’t freeze, but continue to work their plots.
6. Change up the music selection.
7. Consider doing voice-overs for the in-game diplomacy.
8. Consider unit design possibilities such as in SMAC. In the Ancient Era, for example, a civilization might be able to build a unit with pole arms, short arms, shields, and armor options.
9. Privateers. Nations should be able to build privateers during the Gunpowder Age to harass the shipping of other powers. Modifiers could determine whether the nationality of said privateer were determined if it lost a battle.
10. Coastal fortifications – with bombard capabilities.
11. Biological and chemical weapons to depopulate cities or contaminate regions without using nuclear weapons. (This would work especially well with a unit design editor that allowed players to select whether, in later stages of the game, they wanted to outfit troops with NBC defenses.)
12. Communicable disease. Plague and Black Death should be communicable via roads or victories from units of the diseased nation, if they come from pre-diseased cities.
13. Trade routes that must be “serviced” by merchants.
 
1 I agree, nothing to say
2 Ok, maybe also some LAND hidden units (guerilla ?)
3 Not sure if I like it
4 YES!!!!!!!!!
5 OK, I have no problems
6 I like this one, Civ3 music is boring
7 ? What is the point? Like civ2 advisors?
8 OK, good.
9 This would be great, and not hard at all.
10 I agree this 100%. It adds realism. And gives more motivation to build them,, I never do it
11 Dangerous, but yes
12 That would be great. Disease doesn't stay in one city only
13 Like caravans in civ2? Don,t like it if it is.
 
1 - I agree. However, this is already being done by our wonderful unit creators in the creation and customization forum. Although, it would be easier if the game shipped with them.

2 - Sort of agree. It would be great if subs could be on the surface, however submerged subs should not be hidden identity since it is possible to know the nationality of submerged subs.

3 - Weather is not feasable in a turn based game, at least in my opinion.

4 - Depends on how it is implemented and if the AI can handle it. On the surface, seems okay.

5 - Not needed.

6 - Don't really care. Always have my speakers turned off.

7 - Hey - I was just thinking of this as I read point #6. Might have to turn my speakers back on for the first few games. Afterwards, think it would just get repetative.

8 - Don't really like it. Probably because on any game with this type of feature, my units always get trashed.

9 - Already have privateers, but this seems like it would improve them.

10 - Well we have this, sort of, for cities. Are you talking about a terrain improvement? Seems like a good idea. While we are at it, the whole Coastal Fortress (or whatever the city imprvoment is) needs to be re-worked.

11 - Have no opinion

12 - Again, no opinion

13 - See above.
 
2 - Sort of agree. It would be great if subs could be on the surface, however submerged subs should not be hidden identity since it is possible to know the nationality of submerged subs.

That's only become true in the relatively recent past.

3 - Weather is not feasable in a turn based game, at least in my opinion.

That depends. My original experience with whether was Lords of the Realm 2. Of course, that introduced seasonal effects during turn-based management of one's fief. In Civ 3, we may have to settle for weather "trends" such as long cold spells or periods of extreme drought in which tiles change to their more arid counterparts. This is not, however, as off the wall as it sounds; climate change had a lot to do with the start of the Dark Ages, for example.

7 - Hey - I was just thinking of this as I read point #6. Might have to turn my speakers back on for the first few games. Afterwards, think it would just get repetative.

Well, any good system would allow you to port over your own MP3s.

8 - Don't really like it. Probably because on any game with this type of feature, my units always get trashed.

The secret here is for the game to offer a "Middle of the Road" unit that is the logical evolution of an "all things being equal" construction.

13 Like caravans in civ2? Don,t like it if it is.

They're annoying, yes, but they're also essential to realism and making certain units (i.e. privateers) important. They also confer road-building and sea units more importance.
 
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