thoughts on the biginning

daladinn

Prince
Joined
Aug 23, 2006
Messages
435
back in the day when i was kinda new at FFH i had brought up a balance change to fireballs and meteor swarms. this was to have these units instead be brought into being as fighters and bombers. i was told that this was not able to be done due to coding issues.

the reason i mention this is i got wind of the "flying units" thread. although i agree it would be a nice concept , the concept of fighters and bombers alrady exists in normal civ 4.

now to this end i would like to restate a few suggestions....

1 - allow the ability to summon units taht function like fighters and bombers but have 1 turn life spans like the other sorceries.

2 - allow the archer trees to gain the summon arrow ability (fighter) and the top archers to gain summon volley (bomber). these should be low damage but long range attacks (relative)

3 - allow the mage line to summon firebolt (fighter) , mass firebolt (fighterx3) , fireball (bomber) , and meteor swarm (bomberx3). these should be high damage short range attacks (relative)

4 - change the intercept(sp) ability from the AA guns in civ4 to more appropriate abilities like "duck and cover"

5 - would reccomend changing the nexus gate function to allow arcane units to use it at any time but limit the non-arcane units , say 2 versions of the nexus gate at different techs.

6 - allow a "dig in command" which allows caster and archer units to implement a ZOC but also prevents movement. thsi ZOC would not prevent movement but would cause appropriate damage

7 - implement the air school more fully and allow the spell "flight" to allow passage through all terrains at standard cost.

8 - allow "elemental gaurdians" air elementals that airbase at a city with the intention of intercepting arrows , volleys , fireball , firebolt , and meteors.

now i know some of these woudl be difficult to implement , however most of these are well within the scope of what exists in civ 4 currently. the damage cap on aircraft may need to be changed from 50% , but that is still a good base number.

thanks all , have a nice day.
 
back in the day when i was kinda new at FFH i had brought up a balance change to fireballs and meteor swarms. this was to have these units instead be brought into being as fighters and bombers. i was told that this was not able to be done due to coding issues.

the reason i mention this is i got wind of the "flying units" thread. although i agree it would be a nice concept , the concept of fighters and bombers alrady exists in normal civ 4.

The "always airborne or stopped on ground" nature of fighters and bombers dont particularly reflect creature flight, or mechanical fantastic flight. This is the main problem with that type of flight in a game - also Rail's road was threadjacked, and not so much a "flight" thread, but I digress...

now to this end i would like to restate a few suggestions....

1 - allow the ability to summon units taht function like fighters and bombers but have 1 turn life spans like the other sorceries.

This would be not so bad, if kept to a minimum, and perhaps only available to a few civs.

2 - allow the archer trees to gain the summon arrow ability (fighter) and the top archers to gain summon volley (bomber). these should be low damage but long range attacks (relative)

This, In my opinion, would bring about excessive micromanagement, because they're attacks SHOULD be the volley's of arrows.

3 - allow the mage line to summon firebolt (fighter) , mass firebolt (fighterx3) , fireball (bomber) , and meteor swarm (bomberx3). these should be high damage short range attacks (relative)

I'm not convinced more = better in this case.

4 - change the intercept(sp) ability from the AA guns in civ4 to more appropriate abilities like "duck and cover"

I assume that people are already in the process of running for cover and hiding and doing all they can to avoid death from above, be it in the form of fireballs, or arrows.

5 - would reccomend changing the nexus gate function to allow arcane units to use it at any time but limit the non-arcane units , say 2 versions of the nexus gate at different techs.

? Please Explain further.

6 - allow a "dig in command" which allows caster and archer units to implement a ZOC but also prevents movement. thsi ZOC would not prevent movement but would cause appropriate damage

I'm usually a fan of ZOC - but I feel they're more useful for forts and the like, still I'd be interested in what other's thought of this.

7 - implement the air school more fully and allow the spell "flight" to allow passage through all terrains at standard cost.

Hell yes.

8 - allow "elemental gaurdians" air elementals that airbase at a city with the intention of intercepting arrows , volleys , fireball , firebolt , and meteors.

Addressed this already, but the idea of "elemental guardians" sounds cool - can they be implemented in a different way?

Keep the ideas coming, I feed on them like Chathulu feeds on souls, even though I've no direct impact on development :P.
-Qes
 
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