Olaf_The_Great
Omnicidal Oligarch
I think all this will do is limit early medieval unit spam and increase the effectiveness of army style units. Sure it will change the game a bit, but now forts will actually be useful.
I played ASL. I also played SL. And, as you point out SL and ASL both had stacking limits (effectively 3 'combat' counters per hex). Which is still vastly different than the unlimited stacking you seem to be arguing for - so exactly what is your point in bringing up ASL?ASL stacked. If you never played it, why would even try to suggest I was wrong on that point? Anyway, machine gun units, infantry squads, squad leader units (as hinted by the name of the game), and even vehicles could stack on a hex, representing 40m diameters, iirc. You couldn't stack more than X vehicles on a hex, and there were restrictions based on terrain type or buildings.
The trend is for simplified UI elements based on cross-platform development supported by MS, in the form of XNA, DirectX, and GfWL logo progams requirements. My statements aren't based on dick-stroking. They're based on what you see in game development today.
Didn't you see the Civ 5 video interview where one of the Firaxis folks doing the interview described what they learned from UI design based on their experience with developing for the console (revolutions)?
Low but non-zero.So while they haven't yet announced a console port, what do you think the odds are that there will be one
How is a streamlined UI being "restricted"??Getting your panties in a bunch because someone else doesn't like seeing current game design - in particular, UI elements - being restricted based on out-dated console hardware and software limitations is no excuse for your ignorance.
So wait, your example is one that has stacking limits? Hmmm....You couldn't stack more than X vehicles on a hex, and there were restrictions based on terrain type or buildings
You can't offer "proof" without explaining how the system worked. Explain how it addresses the design problems of stacks.But ASL was offered as "proof" since I think it was you crying for "proof" of a game that is arguably one of the most complex, detailed, rich - whatever adjective you want - tactical level strategy game created
It could hardly be *less* tactical than Civ4.I don't automatically assume 1 unit/hex is going to magically make the game more "tactical" - whatever that means.
Chess?P.S. I can't think of a table-top wargame or strat game that didn't have some form of unit stacking within a single hex (or more rarely, square)
Chess?
You're trying too hard to avoid the simple admission that 1 unit per hex doesn't inherently impart any kind of tactical nirvana. You're on your own. Please bookmark the topic so it can revisited after the game launches.
It's more tactical than sending giant stacks of death to a city and having battles that would make Stalingrad wince every city-battle during the Classical Age.
Enlighten us.apparently a lot of people never actually learned how to fight wars in Civ 4, which is why they complain about how "all you do in Civ 4 is put as many units as possible in one stack and march it forward".
You're trying too hard to avoid the simple admission that 1 unit per hex doesn't inherently impart any kind of tactical nirvana. You're on your own. Please bookmark the topic so it can revisited after the game launches.
You're trying too hard to avoid the simple admission that 1 unit per hex doesn't inherently impart any kind of tactical nirvana.
I'm on *my* own? Are you reading the same thread as me?You're on your own.
1upt does NOT inherently offer more tactical options than a stackable units systems, as all that rule does is FORCE the players to deploy their units over several tiles(where it is optional in a stacked system)
Because if I have unit that ends its turn and gets damaged, with stacks I can easily bring up another unit to sit on top of it. But with 1upt I can't. If I use the last movement point of a unit to attack, I can't then withdraw it in the same turn; I must leave it vulnerable during your turn.but in reality how is the automatic ability for the strongest defender in a stack to step forward to defend against the next attack(in the stacked system) any less tactical from the way the damaged unit in a 1upt system can retreat and allow a fresh unit to take it's place?
Hacking the game to allow multilpe units to be on the same tile isn't going to restore Civ4. The whole game is going to be designed around 1upt. This includes the combat mechanics (eg: combat doesn't always involve a unit dying), the AI combat behavior, the unit stats and abilities, and unit costs/resource system/maintenance costs.It isn't like one or fifty modders aren't going to increase the limit or, like AND, allow the player to set the limit, within a month or two of release.
Aesir, the only one guilty of evasion is *YOU*! More than once you've been asked to provide examples of how unit stacking enhances the tactical element of the game,
Unit movement from one hex to the next is just one consideration, and you've not bothered to dig deeper at all. I have. So, let's consider that 1unit/hex automatically reduces the number of input bindings by 3 as compared to Civ IV. The developer gets to drop alt+/+shift+/ctrl+select unit selection management functions as they're not needed - you only have one unit in the stack now. You also get to drop group and group-disband functions (don't know the keys for that from Civ IV. It was button that appeared when you had multiple grouped units selected within the same tile). Both implementations (stacked, 1unit/hex) can still retain group assignment and selection keys (typically shift+# to set the group, and # to select it). I'm pretty sure that what this means is a dev can drop the need for 5 key/button bindings. Which is gold when you're targeting a UI design for a controller that has a lot fewer buttons than a standard 101/104-key keyboard. But hey, you only mentioned movement. Not sure what you proved with that though.As to your assertion that its simply preparing the game for consoles-well my experience is that moving units as a single stack is far, far simpler than moving units individually. So, if anything, a retention of stacked units would be more indicative to me of a preparation to shift the game to consoles.
That is only really a matter of introducing options - to a stacked system - for units to specialize in being able to target specific units/unittypes (like it is possible with ie. Flanking Strikes in BTS and/or the Marksman promotion from the FfH2 mod).Not true. In a 1upt system, I can use my attacking unit to target an enemy that is weak against it. You can't do this with stacks, because with stacks the best defender always defense. So there is little scope for using specialized units to attack.
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I don't have the option to attack your spearmen with my axemen, because your spearmen are stacked with other units.
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Because if I have unit that ends its turn and gets damaged, with stacks I can easily bring up another unit to sit on top of it. But with 1upt I can't. If I use the last movement point of a unit to attack, I can't then withdraw it in the same turn; I must leave it vulnerable during your turn.
In a stacked system you still have to worry about being hit by collateral damage - afaik there is no such aspect in a 1upt system. Of course with incentives to spread out your units in stacked system your worry from the 1upt system would be present in a stacked system as well.In a 1upt system, I have to worry about over-extending my unit and making it vulnerable to counterattack. I don't have to do this much in a stack system, because I can just cover it with defending units.
That is what my suggestion about adding incentives to spread out units in a stacked system was about. With proper bonuses to having your units spread out and the AI code in place to handle this then any player sticking with the SOD approach would (apart from facing staggering support costs) stand to take far heavier losses facing a player(even of the AI variety) taking advantage of the spread-out bonuses.Its bizarre to say that "anything you can do using 1upt you can do with stacks, because moving onto separate tiles is always an option", because all the incentives are to stack, and because your opponent is going to be using a stack.
Once again you are referring to stacked systems as they have been - not as they should be. In my suggested support system using stack of anything but the most moddest of sizes would not only be mindstaggerling expensive to support, but you would also risk hunger, fuel- or ammunition shortages in such stacks which would diminish the strength of the units present.I don't have to worry about terrain in a stack system, because I can just move my entire stack into a position where the terrain is in my favor (eg I can keep my entire army in hills and forests, or I can move across a river into a single tile with my entire army rather than that river becoming a real defensive line).
Narrow paths that are only a few tiles wide have no real impact in a stack system, because I can just move my entire army along on a single tile. But they can have a huge impact in a 1upt system; you can potentially hold off or delay a much larger force for quite some time if they don't have the space to properly attack you.
Forts are relatively useless in a stack system, because I can just move my entire army around them and ignore them. Whereas with 1upt its much more difficult for me to do this.
The situation is forcibly changed, yes, but that in itself just doesn't increase the amount of tactical options. It actually reduces the amount of tactical options available.Forcing you to deploy your army over multiple tiles *does* inherently change the situation.
I wasn't expecting Flanking to be the only bonus (it is just the only bonus I am aware of at this point), but perhaps you'd care to elaborate on why you think that such bonuses would be more difficult to make work in a system allowing stacked units?1upt does a lot more than just add flanking, and many of these things are change that are instrinically difficult to do in a system that allows stacking.
You're trying too hard to avoid the simple admission that 1 unit per hex doesn't inherently impart any kind of tactical nirvana. You're on your own. Please bookmark the topic so it can revisited after the game launches.