MyOtherName
Emperor
- Joined
- Dec 7, 2004
- Messages
- 1,526
They already do, don't they?And while we're at it, walls should greatly reduce the impact of ranged attacks on cities.
They already do, don't they?And while we're at it, walls should greatly reduce the impact of ranged attacks on cities.
It doesn't feel enough - I whittled a city's defenses with only 4 archer units. I think that battering rams or siege should be mandatory in attempts to conquer a walled city. Right now one can take many cities without building those support units at all, at least from my experience.They already do, don't they?
I proposed that the game let's units move as long as their movepoints are above 0, but that it reduce the movepoints of the unit on the next turnThe most balanced solution would be if units couldsave up movement points:
up to one movement points could be saved for the next turn if not used up in the current turn. The maximum number of tiles a unit can make stays unchanged.
Isn't this basically Civ 5's system, then?Or a simpler solution: let units have two stats, speed and movepoint. For example melee unit would be speed 2 movepoint 3. That means that they can move maximum two tiles each turn, but it can be a hill (2 move point required) and a flatland ( 1 move point)
To me, the new movement rules feel a bit like "change for change's sake".
What was wrong with the rules as they were? Sure: People were complaining about 1UPT as a concept, but I haven't heard anyone complain about the old movement-/terrain-cost-system.
S.
Allowing melee units to attack a unit on a hill for half damage if it has 1 (but not 2) movement points left would probably be a good solution to much of the problems we see now. The infinite chase we see now where units keep going up to hills and hence can't be attacked is just infuriating.I feel like a good compromise would be giving melee units the old Civ V movement system, or at least when attacking. Whilst cavalry and range units keep the current movement system.
Actually, people did complain about the movement rules where you could always move to an adjacent tile if you had movement points left. Mainly, IIRC, it was just acknowledged that the opposite rule (you have to have enough points to move) has a lot of the same problems, just oriented differently. And making it random whether you can move or not is utterly horrible.What was wrong with the rules as they were? Sure: People were complaining about 1UPT as a concept, but I haven't heard anyone complain about the old movement-/terrain-cost-system.
This is how I feel about Civ 6 in general. I can't enjoy it like this, it honestly feels like they haven't bothered to actually test the game before releasing it. Some things just aren't fun, and this is just one on my long list of gripes with this game.
How the reviewers can give this 9/10 is beyond me. Obviously they were paid quite a lot.
As I understand it, the implication is less about outright bribery, and more a combination of the publishers seeking out the reviewers who are more likely to give favorable reviews, and reviewers giving favorable reviews so as to get repeat business.I don't think reviewers were paid for those reviews, that's some conspiracy bs if you ask me.. Rather the standards for new games is now so incredibly low that even Civ VI can get a 9/10.
Well I think it's a bit of a generalisation to say that gaming in general has declined. I think part of the problem is that we have established genres, and not many games are doing anything original. Games like COD are very popular, and all they really do is give you new maps and reskin the game every year. Yet people keep buying that junk!I don't think reviewers were paid for those reviews, that's some conspiracy bs if you ask me.. Rather the standards for new games is now so incredibly low that even Civ VI can get a 9/10.
Can you blame them? Imho video games as a medium have been declining for just about 10 years now. They're extremely derivative in design and focus often times on graphics and gimmicks instead of innovative gameplay.
Firaxis did not have it perfectly balanced.... ranged was OP in civ5, civ4 was more balanced, but more tedious.I love all these suggested 'fixes'; most amounting to nothing more than 'make it how it was' (either civ5, or 4).
You know the reason for this?
It's not because people dislike change.
It's because Firaxis already had it perfectly balanced.
This perfection is understandable, as they've had plenty of prior iterations to discover what works best.
As to why they change things that don't need changing..... who knows. Busy work? Lost knowledge/experience?
I think archers (and ranged units in general) should be quite substantially nerfed. Archers should not be able to completely kill off spearmen or swordsmen. They should act as support units that can weaken melee units, but other melee units should be required to finish them off. And in the case that a phalanx are able to attack an archer it should be able to kill it very easily.