Maleficence
Chieftain
- Joined
- Feb 27, 2002
- Messages
- 45
This just occurred to me, but armies in Civ3 are just like bad guys in action movies. There's several of them, but instead of all of them ganging up and helping eachother kill their enemy they all just stand around and go one by one to get killed. Cheesy to say the least.
So I was thinking, and it occurred to me armies should work more along these lines:
Attack:
All members in an army attack at once. If there are two members they will each go in succession, and attack the enemy twice in one movement. If there are three, then the enemy unit will receive three attacks, and so forth.
In addition, any unit in the army that has been reduced to one HP will not attack, unless all units in the army have one HP left.
Defense:
Members in an army are all vulnerable to attack. Who gets attacked is determined randomly depending on the number of units in the army. 2 members, 50% chance of either getting attacked, 3, 33% chance, and so forth... Whoever gets attacked will defend in the normal fashion, for one round of fighting (ie one attack, counter-attack round). Defense will continue to be divided between members of the army in this fashion until army defends succesfully or dies.
Retreats:
An army will retreat when its last unit has reached one HP. Meaning, the army will still fight with one unit left until this last unit would normally retreat.
Army vs Army tactics:
An army attacking another army will attack the army, but it's attacks will go through the random process described above for defense.
For example: ArmyA attacks ArmyB (both are armies with 3 units)
1) ArmyA attacks ArmyB
2) Random roll to see who in armyB gets attacked. It comes up 2
3) unit1 in ArmyA attacks unit2 in ArmyB. Combat resolved as usual. but for one round of fighting only.
4) Random roll to see who in armyB gets attacked. It comes up 1
5) unit2 in ArmyA attacks unit1 in ArmyB Combat resolved as usual, but for one round of fighting only.
6) Random roll to see who in armyB gets attacked. It comes up 1
7) unit3 in ArmyA attacks unit1 in ArmyB Combat resolved as usual, but for one round of fighting only.
8) Repeat steps 2 through 7 until there is a victor or a retreat.
9) ArmyA finishes it's attack turn.
Benefits of this system, imo:
a. Armies recieve the benefit of increased firepower due to numbers
b. Damage in an army is spread out so as to maximize power output in the long run, and highlight the chaotic nature of battle.
c. Increases value of army units, given their cost
d. More accurately portrays the disadvantage of being attacked by a larger force being led by a military leader.
e. Increased healing rate of army units in the long run. Units in the army (correct me if I'm wrong) heal independently, so having damage spread out between them will lead to more hp's being replenished per turn, due to the increased number of units healing simoultaneously.
Disadvantages:
a. Graphics. The graphics would have to either show all units going back and forth during their attacks and defenses, which would slow down army combat considerably. Or we would have to settle for the first unit fighting at the helm, even though damage is being dealt by and to the different units in the army. An army's HP's should still decrease accordingly, though.
b.Possible difficulties implementing, though most of the code is fairly simple and most of it can be copied from other sections in the program to create the army fight code.
c. Would need playtesting.
Thoughts, comments?
So I was thinking, and it occurred to me armies should work more along these lines:
Attack:
All members in an army attack at once. If there are two members they will each go in succession, and attack the enemy twice in one movement. If there are three, then the enemy unit will receive three attacks, and so forth.
In addition, any unit in the army that has been reduced to one HP will not attack, unless all units in the army have one HP left.
Defense:
Members in an army are all vulnerable to attack. Who gets attacked is determined randomly depending on the number of units in the army. 2 members, 50% chance of either getting attacked, 3, 33% chance, and so forth... Whoever gets attacked will defend in the normal fashion, for one round of fighting (ie one attack, counter-attack round). Defense will continue to be divided between members of the army in this fashion until army defends succesfully or dies.
Retreats:
An army will retreat when its last unit has reached one HP. Meaning, the army will still fight with one unit left until this last unit would normally retreat.
Army vs Army tactics:
An army attacking another army will attack the army, but it's attacks will go through the random process described above for defense.
For example: ArmyA attacks ArmyB (both are armies with 3 units)
1) ArmyA attacks ArmyB
2) Random roll to see who in armyB gets attacked. It comes up 2
3) unit1 in ArmyA attacks unit2 in ArmyB. Combat resolved as usual. but for one round of fighting only.
4) Random roll to see who in armyB gets attacked. It comes up 1
5) unit2 in ArmyA attacks unit1 in ArmyB Combat resolved as usual, but for one round of fighting only.
6) Random roll to see who in armyB gets attacked. It comes up 1
7) unit3 in ArmyA attacks unit1 in ArmyB Combat resolved as usual, but for one round of fighting only.
8) Repeat steps 2 through 7 until there is a victor or a retreat.
9) ArmyA finishes it's attack turn.
Benefits of this system, imo:
a. Armies recieve the benefit of increased firepower due to numbers
b. Damage in an army is spread out so as to maximize power output in the long run, and highlight the chaotic nature of battle.
c. Increases value of army units, given their cost
d. More accurately portrays the disadvantage of being attacked by a larger force being led by a military leader.
e. Increased healing rate of army units in the long run. Units in the army (correct me if I'm wrong) heal independently, so having damage spread out between them will lead to more hp's being replenished per turn, due to the increased number of units healing simoultaneously.
Disadvantages:
a. Graphics. The graphics would have to either show all units going back and forth during their attacks and defenses, which would slow down army combat considerably. Or we would have to settle for the first unit fighting at the helm, even though damage is being dealt by and to the different units in the army. An army's HP's should still decrease accordingly, though.
b.Possible difficulties implementing, though most of the code is fairly simple and most of it can be copied from other sections in the program to create the army fight code.
c. Would need playtesting.
Thoughts, comments?