searcheagle
Emperor
The concept of Zone of control has been around in the civ series for serveral editions of civ (Civ II and CIV III) but this is a new concept.
Zone of control would have:
1. attack every unit that comes within its range in the appropriate zone (air, land, sea, undersea)
2. It forms an umbrella of coverage for units operating near it but not on the same square.
3. More effective defensive positioning because you could not slip through a crack in the opositions defensive wall
4. the feeling of more "real-time" less static combat
5. Units would be able to "patrol" certain areas of the map, allowing a good defense against an amphibous landing.
6. *Air units would only be interceptable by ground units if the air unit attacks, paradrops, inserts or retrives via helicopter. Basically, the aircraft has to come down from cruising hieght to within striking distance of the ground.
7. Fighters could be given this ability to patrol the air space to prevent entrance by enemy aircraft.
8. Fortress would also have this ability. They would fire would attack adjacent forces.
Zone of control in my idea would start with the idea that the zone of control would be limited to various types of units, giving them unique powers, which in turn adds more strategy to the game.
The zones of control could be 1 or more squares in radius from the unit with the ZOC flag. This allows various unit strength.
A radius of 1 would allow it attack any unit a corresponding square.
Here are some examples of units:
1. Bombardment- environment- all land or sea intrusions, with all more recent artillery having a longer range (2 or 3 squares)
2. Aegis-environment-land, sea, sub, or air intrusion. This would give it an aerial umbrella over units that surround it. (2 squares)
3. AAAs and SAMs- Air intrusions*-this would attack any air unit which would be attacking the area.
4. Fighters-Air intrusions-prevention air invaision (4 or so squares)
5. Fortress-Ground and sea-(1? square) prevent forces from moving.
I believe this will be a good adjustment to the combat part of civ.
Zone of control would have:
1. attack every unit that comes within its range in the appropriate zone (air, land, sea, undersea)
2. It forms an umbrella of coverage for units operating near it but not on the same square.
3. More effective defensive positioning because you could not slip through a crack in the opositions defensive wall
4. the feeling of more "real-time" less static combat
5. Units would be able to "patrol" certain areas of the map, allowing a good defense against an amphibous landing.
6. *Air units would only be interceptable by ground units if the air unit attacks, paradrops, inserts or retrives via helicopter. Basically, the aircraft has to come down from cruising hieght to within striking distance of the ground.
7. Fighters could be given this ability to patrol the air space to prevent entrance by enemy aircraft.
8. Fortress would also have this ability. They would fire would attack adjacent forces.
Zone of control in my idea would start with the idea that the zone of control would be limited to various types of units, giving them unique powers, which in turn adds more strategy to the game.
The zones of control could be 1 or more squares in radius from the unit with the ZOC flag. This allows various unit strength.
A radius of 1 would allow it attack any unit a corresponding square.
Here are some examples of units:
1. Bombardment- environment- all land or sea intrusions, with all more recent artillery having a longer range (2 or 3 squares)
2. Aegis-environment-land, sea, sub, or air intrusion. This would give it an aerial umbrella over units that surround it. (2 squares)
3. AAAs and SAMs- Air intrusions*-this would attack any air unit which would be attacking the area.
4. Fighters-Air intrusions-prevention air invaision (4 or so squares)
5. Fortress-Ground and sea-(1? square) prevent forces from moving.
I believe this will be a good adjustment to the combat part of civ.