Unit Facing

Dandenoth

Sea Sponge
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As an added strategic element, I think the next version of Civilization should include unit "facing." Basically, when ever you move a unit, you can select the way it "faces", as in the direction that the unit or army is marching. The choices would be North, South, East, or West, to keep it more simple, but the idea is in when you go to attack another unit, cities are NOT included.

As an example, consider a 3x3 grid. The center tile is where your unit/army would be. In this example, your unit is "facing" North. If you attack a unit to the North, North-West, or North-East, who is facing South, it would be considered a head-on attack, and there would be no change in combat calculations. However, if the target unit is facing East or West, this would be considered attacking from the side, and give you a slight advantage, so as to simulate flanking. Finally, if the target unit is facing North as well, you would be attacking them from behind, and this would give you a significant advantage.

Certain unit types could have fun with this idea, as well as special promotions to enhance and defend against this new strategy.
 
As an added strategic element, I think the next version of Civilization should include unit "facing." Basically, when ever you move a unit, you can select the way it "faces", as in the direction that the unit or army is marching. The choices would be North, South, East, or West, to keep it more simple, but the idea is in when you go to attack another unit, cities are NOT included.

As an example, consider a 3x3 grid. The center tile is where your unit/army would be. In this example, your unit is "facing" North. If you attack a unit to the North, North-West, or North-East, who is facing South, it would be considered a head-on attack, and there would be no change in combat calculations. However, if the target unit is facing East or West, this would be considered attacking from the side, and give you a slight advantage, so as to simulate flanking. Finally, if the target unit is facing North as well, you would be attacking them from behind, and this would give you a significant advantage.

Certain unit types could have fun with this idea, as well as special promotions to enhance and defend against this new strategy.

Sounds a bit too tactical.

Oh, and there seems to already be a recent topic like this:

Flanking
 
Doing this for each and every unit each turn would be tedious. I can however potentially see an application when building fortifications. (e.g. Singapore in WW2)
 
I do like this idea!

Being a military veteran, this means everything in combat.

To slightly expound upon, would be nice to implement where you could say attack from side or rear and have a scatter effect, much like happens when charges are set off, splitting the forces you encounter (i.e. Bouncing Betty's, Grenades, mortar fire, claymore mines, ect.)

Just thinking maybe this could be some sort of promotion?


Grandpa Troll
 
This idea has come up a few times before, and I'll say what I did the last time I said something, since it's been a while:

Having the player choose facing is tedious. However, to make everything a little simpler, just have facing be done automatically. Frex, if the attacker attacks a stack twice in a row from the same direction, then that second attack doesn't get any kind of "flanking bonus", because the defender didn't have to turn to face the enemy and there was no "flank attack". However, if the attacker always attacks from a different direction from last time, the defender must turn to face this new attack, and is succeptible to a "flanking attack". Since the Attacker usually has the advantages, this "flanking bonus" would be modest (maybe 10%) AND it wouldn't always work. The defender would have about a 50/50 chance of turning in time and negating the bonus. The odds of success could be dependent on relative XP levels and/or presence of generals. How far apart the attacks are (like, attacking from opposite sides) could make the attack bonus a little bigger (maybe up to 15%).

Doing it this way should still retain the desired reduction in SOD sizes and add to the tactical decision-making, plus the added MM is minimal; the defender never has to manually choose the facing, it gets chosen automatically (the first attack, it's assumed the unit faces the proper way), and the onus is on the attacker to decide whether to attack from different directions or not. And it shouldn't be hard at all to get the AI to understand it.
 
Skip all the tedious stuff, we all know you gamers hate it, it's just too tactical for Civ.
 
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