estrongblade
Epaulette Inspector
To be honest, I think that both paratroopers AND airpower sucks in C3c - so much so that I wish there was an option in the game to use the Civ 2 version as an alternate.
It might not have been very good either, but I believe it is better than the C3c version because it allows "hand's on" control of your Aircraft. I also think that Aircraft Ranges should be increased for better use ability, 20 to 30.
You should be able to overfly large continents with later airplanes. The flight tech should have introduced aircraft up to WW 1 first with very short ranges. Advanced flight should have added the next generation of WW 2 aircraft with the type of range mentioned above.
Once you move up to jets etc. there should be a range that is equivilant to the RR range, certainly the range of quarter the length of any map per turn at the very least.
As for paratroopers, I think that they should have the same attack as Infantry with the same or a little better defense as they currently have. I also believe that EVERY ground foot unit in the Civ series should move 2, rather than 1 square. This would allow them to be used better offensively.
It would also allow Paratroopers to drop and attack - something I feel is way whacked for being disallowed in the combat system. I understand that the combat is supposed to be representative of individual campaigns, but cripes! It does not take two years for a paratrooper to recover and attack after a drop if it is even half way on target - 6 to 12 hrs max. based on some of the nastiest historical drops.
To me, that justifies a drop and attack allowance for them. I'm aware of the "trying to balance the game" argument, so please don't bore me with the "can't use the turn length in years to equate the moving characteristics of units" ploy. I've heard enough of that lame excuse. Too many strategic board games I played in the past used fast movement to great effect and game play. No one will convince me that it can't be done with strategic comp. games.
To me, this lame excuse should not prevent Paras from dropping and attacking in the same turn or allowing ground foot, arty and other currently 1 move units to move two.
Of course, I also believe that mech units should move at 4 to 6, Naval ships from 5 to as much as that which let's them go all the way around the world depending on the type (Nuke ships can circumnavigate the globe in way less than a year, as can many industrial ships - heck, the USS Constitution did it in 1848 in less than 2, and she was a heavy sailing frigate, for cryin' out loud.) and horse units at 3 or 4 with only knights and heavy armoured horse at the lower number.
I also think that workers should move 3 as roads, indicative that the unit, which did not exist in this form, is actually a representation of labor gathered at any given point of construction, mining, etc., rather than a large body of folks that move from point A to point B.
I may as well mention settlers, which I think should move at a straight 3 and have many of the same abilities as workers, as they did in civ 2. Workers just allow an extra unit to do what only settlers could do in civ 2, which I think was a good change.
I just believe that units in this game are way to slow - I prefer a FAST, FAST moving game. It may screw up my turn/year ratio but it is a whole lot more fun to zip, zip with military units than to crawl around waiting centuries or a millinia (translation - 5 - 20 turns in Ancient times) for your archer or swordsman to even reach an enemy you declared war on.
Just sayin'.
It might not have been very good either, but I believe it is better than the C3c version because it allows "hand's on" control of your Aircraft. I also think that Aircraft Ranges should be increased for better use ability, 20 to 30.
You should be able to overfly large continents with later airplanes. The flight tech should have introduced aircraft up to WW 1 first with very short ranges. Advanced flight should have added the next generation of WW 2 aircraft with the type of range mentioned above.
Once you move up to jets etc. there should be a range that is equivilant to the RR range, certainly the range of quarter the length of any map per turn at the very least.
As for paratroopers, I think that they should have the same attack as Infantry with the same or a little better defense as they currently have. I also believe that EVERY ground foot unit in the Civ series should move 2, rather than 1 square. This would allow them to be used better offensively.
It would also allow Paratroopers to drop and attack - something I feel is way whacked for being disallowed in the combat system. I understand that the combat is supposed to be representative of individual campaigns, but cripes! It does not take two years for a paratrooper to recover and attack after a drop if it is even half way on target - 6 to 12 hrs max. based on some of the nastiest historical drops.
To me, that justifies a drop and attack allowance for them. I'm aware of the "trying to balance the game" argument, so please don't bore me with the "can't use the turn length in years to equate the moving characteristics of units" ploy. I've heard enough of that lame excuse. Too many strategic board games I played in the past used fast movement to great effect and game play. No one will convince me that it can't be done with strategic comp. games.
To me, this lame excuse should not prevent Paras from dropping and attacking in the same turn or allowing ground foot, arty and other currently 1 move units to move two.
Of course, I also believe that mech units should move at 4 to 6, Naval ships from 5 to as much as that which let's them go all the way around the world depending on the type (Nuke ships can circumnavigate the globe in way less than a year, as can many industrial ships - heck, the USS Constitution did it in 1848 in less than 2, and she was a heavy sailing frigate, for cryin' out loud.) and horse units at 3 or 4 with only knights and heavy armoured horse at the lower number.
I also think that workers should move 3 as roads, indicative that the unit, which did not exist in this form, is actually a representation of labor gathered at any given point of construction, mining, etc., rather than a large body of folks that move from point A to point B.
I may as well mention settlers, which I think should move at a straight 3 and have many of the same abilities as workers, as they did in civ 2. Workers just allow an extra unit to do what only settlers could do in civ 2, which I think was a good change.
I just believe that units in this game are way to slow - I prefer a FAST, FAST moving game. It may screw up my turn/year ratio but it is a whole lot more fun to zip, zip with military units than to crawl around waiting centuries or a millinia (translation - 5 - 20 turns in Ancient times) for your archer or swordsman to even reach an enemy you declared war on.
Just sayin'.
