SupremacyKing2
Deity
The impression I get is that most players are generally happy with civ7 combat. Commanders seem to be a great addition. They reduce micro of moving units around. They also give good bonuses to nearby units. They seem to offer the best of both worlds. We still have 1upt combat that I think most people like because it offers interesting tactical choices where terrain matters. But we also get limited stacks to make moving units around the map easier. And the reinforcement mechanic allows the player to send units to the front lines without the micro of manually moving units across the map.
So what changes would players still like to see? Are there things the game could do to make combat better?
One small issue I still have is that sometimes packing and unpacking can be a nuisance. There can be instances where you don't want to unpack every unit. So you still have to click on individual units to deploy them. Also, when there are too many units near the commander, you get a bit of a carpet of doom effect where you can't move units. So you have to do the slide game of packing units into the commander to make room on the map, slide units around and then unpack units again.
I think more could be done with the commander's special buttons like "focus fire" and "overrun". I find that I don't use them a lot. I think "overrun" is only really used when a stack is faced with a single unit. That does not happen a lot. Also, I think there could be more options like "outflank" "cavalry charge", "ranged fire" etc. It could offer a sort of "stack combat" without the issues of stacks of doom. Two stacks could damage each other without unpacking. Players could still use these options to damage another stack when they don't want or need to unpack the units. This could reduce some of the micro with packing and unpacking units. But I think there should be a cost like splash damage to all units in the stack. So players could make that judgment call: do I attack as a stack and risk more damage or unpack and fight 1upt to reduce splash damage but add more micro?
Another suggestion that I might have is add more variety of units. I think civ7 did tend to oversimply military units.
Thoughts?
Thanks!
So what changes would players still like to see? Are there things the game could do to make combat better?
One small issue I still have is that sometimes packing and unpacking can be a nuisance. There can be instances where you don't want to unpack every unit. So you still have to click on individual units to deploy them. Also, when there are too many units near the commander, you get a bit of a carpet of doom effect where you can't move units. So you have to do the slide game of packing units into the commander to make room on the map, slide units around and then unpack units again.
I think more could be done with the commander's special buttons like "focus fire" and "overrun". I find that I don't use them a lot. I think "overrun" is only really used when a stack is faced with a single unit. That does not happen a lot. Also, I think there could be more options like "outflank" "cavalry charge", "ranged fire" etc. It could offer a sort of "stack combat" without the issues of stacks of doom. Two stacks could damage each other without unpacking. Players could still use these options to damage another stack when they don't want or need to unpack the units. This could reduce some of the micro with packing and unpacking units. But I think there should be a cost like splash damage to all units in the stack. So players could make that judgment call: do I attack as a stack and risk more damage or unpack and fight 1upt to reduce splash damage but add more micro?
Another suggestion that I might have is add more variety of units. I think civ7 did tend to oversimply military units.
Thoughts?
Thanks!