Eyes Of Night said:
The problem is this: Even though a tank has a tank graphic, once its strength value goes down it is not longer that unit anymore. It may have a tank graphic, but once it hits say 6 strength, it is really a longbow with tank upgrades for all intents and purposes. Why after already ****ing up one combat system in civ3 do they still not figure out why the civ2 system worked so well? I don't know. Maybe it has something to do with that Brian Reynolds created it so it is off limits. Either way it is totally ridiculous the way it is set up. The system works when the units are the same technology level or similiar strength levels, but when you are talking about helicopters being damaged by warriors on a forest by 4 points at one time...something is wrong. There needs to be some sort of tech bonus or tech leads are going to be completely useless. Why build helicopters when 6 warriors can get the job done? I can't imagine any game developer today using such a random system, but I guess I'm not surprised when it is Firaxis.
What makes you think its "such a random system?"
Granted there are what ammounts to dice roles, a random number generator, but that is the smallest component of the combat system, and allows for small variation as opposed to X unit ALWAYS beats Y unit.
What really counts in this system is the totally controllable bonus system. Defense, fortification, terrain, and unit experience ALL combine to give a satistically weaker unit an ability to win, if only X% of the time agaisnt a stronger foe.
This new system requires strategy, and a knowledge of the system, units, and options availible. It forces you to think, to plan, and to execute the attack. It provides you options if you deam to risk too high, and has all the tools built in to know what is and isnt too risky.
No longer can you SoD and expect to win. No longer will beelining certian techs assure victory. No longer is there an almost invincible uber unit. Instead, a deep and rich system with combined arms, defensive use of terrain, and combat options, balanced and counter balanced during months of beta testing, has been presented to us... all we need to do is embrace its distinct changes from previous civ games.
Again, my opinion, but in civ IV I actually feel more like a general than any other civ game. I can faint, and lure, bombard and starve out the enemy. I no longer feel the tedious pump out 20 of X unit to steamroll is the ONLY viable way, and thats a good feeling
