cracker
Gil Favor's Sidekick
We know Firaxis is planning a patch in the next 3 to 4 weeks, so this posting is to emphasize several URGENT fixes that have to be included in the patch to support some reasonable unit activity.
A number of these fixes are very simple changes to give us access around hardcoded limitations that severely incapacitate game play and game development in many areas:
1) Currently the game is hard coded to prevent any naval unit from being loaded onto any transport. ELIMINATE this hardcoded prohibition that prevents naval units from being transported by other units. This will allow us to define things like: immobile mine and buoy units that can be transported into place by minelaying craft, trucks that can carry things like rubber boats or assault craft, pontoon bridge sections that can be deployed to span narrow water gaps.
3) Currently the game is hardcoded to prevent an unit with transport capability from being loaded on any other unit with transport capability. ELIMINATE this hardcoded prohibition that prevents using larger craft to transport smaller transport capable units. This will allow us to define things like: Trucks and transports that can carry foot soldiers but that could still be loaded on an ocean going transport for delivery to another landmass; helicopters that can deliver soldiers from a carrier, assault vessels that can carry landcraft and troops to a location near a beach. (note that if Firaxis is concerned about the potential "telescoping antenna exploit" then hard code in a level limit that prevents more than one level of transport nesting.
4) Fix the ".... ONLY" Tranport unit abilities in the special unit ability options to work better. Currently the options like "Can Transport Aircraft Only" or "Can Transport Tactical Missiles Only" have the effect of being exclusive absolutely and allow a unit to only be able to transport one thing ever. These options should read "Can Transport Aircraft" and "Can Transport Tactical Missiles" and should function to allow multiple choices. When any of these choices is (or multiple choices are) selected then only the options that are selcted would be allowed. So, as an example, a unit that currently has "Missile Transport Only" ability would now have only "Missile Transport" ability and would be functionally identical for human and AI game play. The difference would be that we could now add the ability to transport "Foot soldiers" and the unit would have the ability to do both. NOTE: this is a really important fix for a game design logic cramp.
5) Expand the list of special unit abilities to include at least a couple of generic transport class groupings and then include the ability to "Transport Class A" and/or "Transport Class B".
6) Eliminate the hardcoding restrictions that prevent "Amphibious" from working like amphibious. Currently amphibious units cannot go into the water and can only stand on naval transports and attack into a land square. This is a valuable feature, but we need the ability to define amphibious units that can go from land into the coastal waters. Examples of the impact of this fix combined with the other fixes would be defining a large troop transport ship to carry landing craft and marines. The marines would be "amphibious" with "sinks in sea" and "sinks in ocean" and this would let them wade into the coastal waters but would cause them probably to drown in deeper water. Landing craft would be "amphibious" with "sinks in ocean" and that way they could drive right up on the beach (Their movement range would need to be limited to only 2 or 3). Amphious woul also allow thing like rubber boats and landing craft to be built in inland cities and then transported to the coastal cities for use.
A number of these features will have no impact on standard "out of the can" game play but will open up significant flexibility for multiplayer and scenario play. We need the hard coded restrictions to be fixed in the short term in order to allow us to develop the tools to integrate the units into the advanced game play.
Even if the choices are "a little buggy" it would be better to have the hard coded restrictions lifted because they would not impact standard game play and otherwise would continue to stifle development.
A number of these fixes are very simple changes to give us access around hardcoded limitations that severely incapacitate game play and game development in many areas:
1) Currently the game is hard coded to prevent any naval unit from being loaded onto any transport. ELIMINATE this hardcoded prohibition that prevents naval units from being transported by other units. This will allow us to define things like: immobile mine and buoy units that can be transported into place by minelaying craft, trucks that can carry things like rubber boats or assault craft, pontoon bridge sections that can be deployed to span narrow water gaps.
3) Currently the game is hardcoded to prevent an unit with transport capability from being loaded on any other unit with transport capability. ELIMINATE this hardcoded prohibition that prevents using larger craft to transport smaller transport capable units. This will allow us to define things like: Trucks and transports that can carry foot soldiers but that could still be loaded on an ocean going transport for delivery to another landmass; helicopters that can deliver soldiers from a carrier, assault vessels that can carry landcraft and troops to a location near a beach. (note that if Firaxis is concerned about the potential "telescoping antenna exploit" then hard code in a level limit that prevents more than one level of transport nesting.
4) Fix the ".... ONLY" Tranport unit abilities in the special unit ability options to work better. Currently the options like "Can Transport Aircraft Only" or "Can Transport Tactical Missiles Only" have the effect of being exclusive absolutely and allow a unit to only be able to transport one thing ever. These options should read "Can Transport Aircraft" and "Can Transport Tactical Missiles" and should function to allow multiple choices. When any of these choices is (or multiple choices are) selected then only the options that are selcted would be allowed. So, as an example, a unit that currently has "Missile Transport Only" ability would now have only "Missile Transport" ability and would be functionally identical for human and AI game play. The difference would be that we could now add the ability to transport "Foot soldiers" and the unit would have the ability to do both. NOTE: this is a really important fix for a game design logic cramp.
5) Expand the list of special unit abilities to include at least a couple of generic transport class groupings and then include the ability to "Transport Class A" and/or "Transport Class B".
6) Eliminate the hardcoding restrictions that prevent "Amphibious" from working like amphibious. Currently amphibious units cannot go into the water and can only stand on naval transports and attack into a land square. This is a valuable feature, but we need the ability to define amphibious units that can go from land into the coastal waters. Examples of the impact of this fix combined with the other fixes would be defining a large troop transport ship to carry landing craft and marines. The marines would be "amphibious" with "sinks in sea" and "sinks in ocean" and this would let them wade into the coastal waters but would cause them probably to drown in deeper water. Landing craft would be "amphibious" with "sinks in ocean" and that way they could drive right up on the beach (Their movement range would need to be limited to only 2 or 3). Amphious woul also allow thing like rubber boats and landing craft to be built in inland cities and then transported to the coastal cities for use.
A number of these features will have no impact on standard "out of the can" game play but will open up significant flexibility for multiplayer and scenario play. We need the hard coded restrictions to be fixed in the short term in order to allow us to develop the tools to integrate the units into the advanced game play.
Even if the choices are "a little buggy" it would be better to have the hard coded restrictions lifted because they would not impact standard game play and otherwise would continue to stifle development.