FungiPlasm
Chieftain
- Joined
- Oct 27, 2004
- Messages
- 9
I have the following ideas:
Hexagonal map grid: Hexagons model the sphere of influence of a city better than a square. Travel is also more realistic: In Civ3 the diagonal distances are weighted as 1.5 and the orthogonal ones as one. Moving orthogonally still costs a single movement point though.
Timelines: The turn based system works fine for me except that travel time has been warped. Trains travel faster than planes in Civ! I understand that a plane has limited range and train goes as far as the rail goes. But then a plane should be allowed many missions in a turn or something. I know its hard to get the balance right but some units simply are not balanced due to the great advantage they give you? Thats why they were invented in the first place! The drawback of airpower is cost (both initial and running cost) and the difficulty of supply to keep aircraft serviceable that could be included as well.
Battle models: I think its time we use something more sophisticated than a random number generator with attack and defense modifiers. What about a better model? Each unit receives an attack type in addition to only the usual attack strength. All units also have defense vulnerabilities that is better exploited by certain units. The notion that a spearman applies its defense points just as efficiently against a tank as mechanized infantry just isnt right. Giving a spearman a chance against armor is fine by me but that chance must be negligible. A unit will have certain attack types according to the weapons it has, and defense according to its protection and defense tactics. In the spearmans case for instance, it only has a spear and shield. The attack type is a manual sharp object attack similar to what a swordsman might have and the defense is very light armor that might stop a barbarian club, but definitely not a tank shell or a tank running storming over a few spearmen.
That brings me to the next point: evasion. A spearman might not be effective against a tank, but it could avoid destruction better than another tank if he hid in the bushes. Infantry would also hide and take a shot at a tank with his RPG only when he thinks hes not visible to that tank. Squaring off toe-to-toe would be folly.
Group attacks are also not being done the way Id though they would work. All units in a stack the player selects to do a specific attack must be used (and not the one at a time we do now), and the same goes for defense.
Maybe the battles should occur on zoomed-in grids that are representative of the terrain on that block. All the units selected for the attack takes part. Everything can be kept turn-based, but then at least the power of a big army can be made visible in a battle. It would be great to see my whole army lined up for the battle and use some tactics instead of just commanding each unit to jump into the fray one by one.
One thing I do like about Civ is its way to portray complex interactions of politics, diplomacy and economy in a simple way. That must not change. Some things are just so oversimplified that their essential elements are lost, and the biggest of these is the physics and physical interactions of the world.
But even if I never see these implemented - I still love and live the game and will buy Civ whatever the edition.
Regards
Hexagonal map grid: Hexagons model the sphere of influence of a city better than a square. Travel is also more realistic: In Civ3 the diagonal distances are weighted as 1.5 and the orthogonal ones as one. Moving orthogonally still costs a single movement point though.
Timelines: The turn based system works fine for me except that travel time has been warped. Trains travel faster than planes in Civ! I understand that a plane has limited range and train goes as far as the rail goes. But then a plane should be allowed many missions in a turn or something. I know its hard to get the balance right but some units simply are not balanced due to the great advantage they give you? Thats why they were invented in the first place! The drawback of airpower is cost (both initial and running cost) and the difficulty of supply to keep aircraft serviceable that could be included as well.
Battle models: I think its time we use something more sophisticated than a random number generator with attack and defense modifiers. What about a better model? Each unit receives an attack type in addition to only the usual attack strength. All units also have defense vulnerabilities that is better exploited by certain units. The notion that a spearman applies its defense points just as efficiently against a tank as mechanized infantry just isnt right. Giving a spearman a chance against armor is fine by me but that chance must be negligible. A unit will have certain attack types according to the weapons it has, and defense according to its protection and defense tactics. In the spearmans case for instance, it only has a spear and shield. The attack type is a manual sharp object attack similar to what a swordsman might have and the defense is very light armor that might stop a barbarian club, but definitely not a tank shell or a tank running storming over a few spearmen.
That brings me to the next point: evasion. A spearman might not be effective against a tank, but it could avoid destruction better than another tank if he hid in the bushes. Infantry would also hide and take a shot at a tank with his RPG only when he thinks hes not visible to that tank. Squaring off toe-to-toe would be folly.
Group attacks are also not being done the way Id though they would work. All units in a stack the player selects to do a specific attack must be used (and not the one at a time we do now), and the same goes for defense.
Maybe the battles should occur on zoomed-in grids that are representative of the terrain on that block. All the units selected for the attack takes part. Everything can be kept turn-based, but then at least the power of a big army can be made visible in a battle. It would be great to see my whole army lined up for the battle and use some tactics instead of just commanding each unit to jump into the fray one by one.
One thing I do like about Civ is its way to portray complex interactions of politics, diplomacy and economy in a simple way. That must not change. Some things are just so oversimplified that their essential elements are lost, and the biggest of these is the physics and physical interactions of the world.
But even if I never see these implemented - I still love and live the game and will buy Civ whatever the edition.
Regards