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Topic: COMBAT: Co-Managed by Victor Galis and Hannes |  |
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Victor Galis
b.02-15-99
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posted June 28, 1999 12:28
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This is the thread for a discussion of the combat system for Civ3. My suggested combat system is described in the Wish List Forum. Please comment on it, so that it can be further refined. http://www.firaxis.com/ubb/Forum8/HTML/000013.html The summary has now been updated again. [This message has been edited by Victor Galis (edited 06-30-1999).] |
n.c.
b.02-15-99
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posted June 28, 1999 13:32
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The proposed system is great and eminently feasible, especially the heavy armor. It could also work in reverse- my fighter ought not be concerned when attacking a veteran phalanx in a mountain fortress.Two suggestions: 1. Expand the current number system to allow greater refinement of the different strenghts. Right now the max conventional attack is a cruise missle at 18 (I think?). If it were 48 and a warrior were still 1, the units could have more subtle differences. 2. If Firaxis did the above, it may be easier to make the strengths more realistic. For example, while I'm no history buff, I doubt that a catapult is as strong as a cruiser. |
Q Cubed
b.02-15-99
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posted June 28, 1999 13:39
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Stacked Fighting and Defense.Also, the ability to attack an enemy unit to a certain damage percentage, not do-or-die battle. |
ember
b.02-15-99
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posted June 28, 1999 17:43
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My porpose in this is to try and represent the flexalbe nature of modern warfare, without compromisng the idea of units.The SMAC idea of the main defender taking the damage, but not neccisarily having killing off all the units in a square. A bonus is given for having ranged, mobile and infantry units in the same square. (maybe +50% for each other type present) Eiter shis or have small stacks (4 max units), these are the only units that can all be on the front at the same time. Other units can be in the square, they cant fight and they don't get destroyed. Many people forget that squares are ~100km across. archers CANNOT fire into the next square, let alone more than a couple football fields. To me a unit represents an aproximate division with a focus on one specific aspect of combat, but with some other types. and includes all the support equipment and personnel neccesary. A legion represents that, while an archer unit would be similiar but have many more archers propotionally than a legion, but would still have some footmen and mounted scouts. a artillary brigade has some infantry for self defense, but too few to actually launch an assult. When a unit is destroyed it means that the infrastructure of the unit is so damaged and the unit rendered innefective, that the reaining soldiers are re-assigned or disbanded (or sent to the mental hospitals) special units like spies are too small to be bombarded. structures have hit points based on their era (~10 ancient, 30 modern...). Damaged structures are repaired at 20% per turn, and cost double maintenance while doing so. THe building's effectiveness is reduced proportionally. (20% damaged SDI stops 80% of nuclear weapons). Population points are counted as structures for bombardment damage and targeting. damage reduces food in the staorage proportionally to % damage done. The idea of having a seperat offense and defense rating is sort of silly, once units are engaged in combat they have a mixture of localized offense and defense occuring throught the batlle. Instead we could have (land / sea / air / ranged), were each of these values is used in combat against that domain, and ranged is for long range and bombard agains units of the same domain. Attacking other domains is always considerd ranged, or bombard combat. ANCIENT UNITS for me civ II represents them well, an anceint units can only be fought by so many other people at a time, so the conventional one on one battles (modifed by the preence of dfferent troop types, to represent more flexialbe tactics) work well. Leave as is.
BOMBARDS bombards are a key idea for the rest of the eras. attacker: unit initialting the combat target: unit or structure that takes the damage defender: unit who's defense rating is used to damage the attacker (mostly for air attacks), often but not always the target, especially when air units attack structures. Active defender: ranged units that can launch a counter bombard, somtimes pre-emptivly, depending on the situation. in a bombard round two things happen. The attacker has attack rating % chance of doing fp damage to the target The defender has defense rating % chance of doing fp damage to the defender The bombard procedes for hp of the attacker rounds. (badly damaged units do not have the firepower available to mount a heavy attack) AIR COMBAT due to the extreeme speed, yet huge dependance of air craft on fixed bases, they cannot be acuratly represented under the current model All aircraft bombard. Air craft do not tend to get into one unit shall die situations as easily as ground or naval forces, there is a strong chance of both sides being damaged to some degree, but still efective as a unit. air craft can only be moved by deployment (see my economics thread post) they can be deployed to owned and allied cities, air-bases and carriers. In the case of nuclear weapons and cruise missiles, to subs and cruisers instead of carriers. Air units have four options for each turn; to attack, to go into active defend mode (sentry), go inactive (fortify) and to redeploy. Redeploy is done by sending them back to the deploy list to be re-deployed the next turn. ATTACK The movment of the air unit gives its attack range. When it attacks it bombards the target. figters and bombers can just choose to bomb units or structures. one of these is then picked at random. Stealth fighters/ bombers can choose induvidual targets. The unit with the best agains air defense rating always defends Modifiers to air attacks city walls / fortress: no effect on air combat SAM: +100% defense Airport / airbase: +50% defense for defending aircraft hills, forest, river...: -25% attack mountains: -50% attack ships in port: +50% attack normal moral modifiers apply For air combat, a unit in the forest does not have an easier time hitting the planes, but the planes have a harder time hitting them. Ancient units: -100% defense. renaissance units, helicopters: -50% defense modern units, bombers: normal SAM, AGIES, (stealth) fighter: +100% defense Ranges figter: 6 stealth fighter: 8 helicopter: 6 bomber: 12 stealth bomber: 16 cruise missile unit: 8 nuclear weapon: 16 Assumes ~100-200 km per square Recon plane: range 32, when used does not attack, and rarely draws active defense, acts as a vision range of 6 at that point unitl the beggining of your next turn. airplanes have a vision and active defense range of 0.5x their attack range ACTIVE DEFENSE only can be used if the plane did not deploy or move in the preceeding turn for fighters: When an enemy plane targets somthing of yours or an allies in the defense range, they get a pre-emtive air attack on the attacker. It functions as if the active defender had initiated the bombard. If the attacker survives, it bombards the target normally. a unit can only active defend once per turn, and only one unit can defend agains each attacker. Stealth bombers have a 50% chance of the active defense failing to notice them. Figters on carriers active defend agains naval units as well as air units. For bombers: Enemy naval and ground units are targeted, when they enter range. can be set to only target certain unit types if available, like carriers and transports or settlers. helicopters: are the only air unit that can attack submarines, target like bombers, but target subs preferentailly. They have a % chance of detecting submarines in vision range. FORTIFIED air units only defend if they are in the tager square. A carrier attacked by a sub will automatically scarmble helicopters to pre-emptivly strike (% chance before, % chance simultaneously in this case). They do not have to have movment left to defend agains a direct attack, only a distant one. A good staratagy for bombing is to send in adavanced fighters (target terrain improvments even) to use up the defenders counter attacks, and damage them, then to bring in the bombers. This simulates escorting the bombers with long range fighters. SAM units activly defend in a 1 square radius. AGIES cruisers have a range of 2 or 3 When air units attack terrain improvments they have a % chance of hitting based on the type of air craft (50% fighters, 90% stealth bombers...) Helicpters can be used to attack with a marine unit. The helicpter bombards, then the marine attacks in the target square unit it clears all the defenders or dies trying - like an amphibous attack. NAVAL COMBAT ships have 2x movment rate (to speed things up) all modern ships have the bombard ability and can active defend to counter act the increased movement. They can damage units that bombard them within their range. Can only damage subs if they attack or you have helicopters Carriers group. (2 carrier, amphibous ship/transport, air defense cruiser and pair of destroyers) bases 4 (stealth) fighters, 2 helicopters, and 2 marines. The marines can be helicopter deployed. Has bombard range of 1, and can spot subarines, (helos and destroyer) deployes two units/turn Battalship (4 battalships, 1 cruiser, 2 destroyer, transport) carries 1 marine, bombard 1 square, can deploy 1 every other turn Cruiser (6 crusiers, 2 destroyers, transport) carries 1 marine, 2 missile units, bombards 2 squares(missiles). can deploy one per turn Destroyer (8 destroyers, 2 cruisers) no transport ability, bombard 1 square, very fast, spots subs AGIES crusier (6 AGIES crusiers, 2 destroyers, amphiboues ship) bombard 3 squares(inherent missiles), spots subs, 1 helo unit, 1 marine, 3 missile units can deploy one unit / turn Submarine (8 submarines) bombard 2 squares (missiles), 4 missile units. deploys 1 / turn Cruise missile units represent a much more intense bombardment than the regular bombard of a crusier/sub. Transport (8 transports / amphiboues ships, cruiser, 2 destroyers) no attack, can carry up to 2 helicopter units, and a total of 8 units. LAND COMBAT Only changes involve cannon, artillery, howitzer, and an itorduced unit, the V2, cannon, artillery, howitzers, can only bombard and cannot take cities. cannon and artillery need to be stacked with a normal unit to prevent an imidiate counter attack by the defenders. only the V2 unit has more than 1 square of range, with a range of 2 or 3 depending on play balance SAM - active defends angains air attacks, even with no movement remaining. Questions, comments or suggestions? Please tell me what you think jhuebsch@engmail.uwaterloo.ca -Ember
------------------ Any technology, sufficiently advanced, is indistinguishable from magic" -Arthur C. Clark
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ember
b.02-15-99
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posted June 28, 1999 17:50
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Ancient units are not neccisarraly smaller than modern units, generally there are less units in a army A roman legion was aproximatly 6000 soldiers The empire had 60 before and 28 after agustus ceasar. This is aproximatly brigade or division sized The germans had hundreds of divisions at the hight of it's power.------------------ Any technology, sufficiently advanced, is indistinguishable from magic" -Arthur C. Clark
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korn469
b.02-15-99
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posted June 28, 1999 23:06
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Victori really like your ideas and they are good. but could you explain what defense is, does it mean the ability to take damage and survive? if it is then i really like your ideas with ground to ground and sea to sea. i do have one suggestion though. 1. add a paramater called rate of fire into the equation. this is how many shots a unit could fire each round. this would have two effects. a. it would make some guys better at killing heavily armored targets and others better at killing lightly armored targets. b. some units while outdated wouldn't be totally obsolete. kind of like a long bow unit that could fire fire than a early matchlock musket. i am also totally in favor of stacked combat korn469 |
Victor Galis
b.02-15-99
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posted June 28, 1999 23:13
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Defense is basically armor value. The units also have something called evasion. This is used when ranged fire is used to attack a unit. (When you swing a sword at something in front of you, this isn't as important as if you are firing a bow at something a hundred paces away.)Rate of fire is an idea I considered, but left out because I was too lazy to write it in, but I'll put in now. |
korn469
b.02-15-99
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posted June 28, 1999 23:48
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STEALTHthis is a topic that i thought deserved a post to itself. i think that stealth fighters and bombers should be treated differently when they attack. because a stealth bomber is one of the most powerful weapons in our arsenal but it only flies at 540 mph, a german Me-262 from WWII was faster (550 mph IIRC) here's what i'm proposing. when a stealth fighter or bomber attacks, their is no counter attack, it is a one way attack...air units on alert can't scramble and intercept a stealth bomber or fighter. you can't see them coming and they attack you and then they slip away. i also think that submarines should get a bonus like this except not as powerful. maybe one free attack like in Axis and Allies or something along those lines. guerilla and commando units could get a free suprise attack like this too. all of these units could fall under a special suprise attack rule. here are some preliminary ideas. unless detected you cannot engage a suprise attack unit. while undetected a suprise attack unit may attack you at will. stealth bombers and fighters: have a tiny chance of ever being detected submarines: cannot be detected except by destroyers, other submarines or antisub aircraft, can get off a suprise first shot and then have a good chance of slipping off undetected if they want commandos: get a free suprise attack, then attack like normal guerrillas: get a free suprise attack, then have a good chance of slipping off undetected (hit and run tactics) tell me what you think of that korn469 |
korn469
b.02-15-99
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posted June 28, 1999 23:50
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ok if defense is armor value i'm totally in favor of your ideakorn469 |
Victor Galis
b.02-15-99
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posted June 28, 1999 23:55
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They're nice ideas, I'll include them in my summary tomorrow morning (I have three summaries (post, .doc, and .html), so... it could take a little while. |
Victor Galis
b.02-15-99
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posted June 29, 1999 12:40
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June 29, 1999 COMBAT UPDATE:The following will soon be integrated into the Combat sub-list. For now they are listed here: 1. Clarification: Unit strengths will be much higher (as mentioned in the current summary). 2. Elaboration: How stacked combat works. Currently, my units model allows multiple units to combine to yield "mixed" units (z.B. archers and pikemen in one unit.) "Mixed" units are called armies. At the next update I will elaborate on how this will work. 3. Slight modification:Damage from air bombardment is inversly proportional with size of unit; unless that unit fires back (in which case it wouldn't be that hard to locate the handful of SAM launchers). 4. Clarification:All units in a square (except ones without a chance of doing damage) defend. An army (a group of units) can attack that square. Some units do not have a chance of doing damage (z.B. a legion, no matter what the Random Number Generator returns can not hurt a tank.) (Ember I will read the rest of your post, when I don't have my own Ideas that I would rather not forget and am not half asleep. In other words next update.) 5. Added Concept: Rate of Fire. This would be a number between .25 and 2, which would determine how often a unit fires. .25 would mean that it takes .25 rounds to fire, 2 would mean it takes 2 rounds to fire. This would be used in ranged combat only. (Melee attack based on number of attacks*damage of each/round.) 6. Added Concept: Stealth. Certain units would have stealth. Guerillas, subs, stealth fighters would have this. This allows them to ignore ZOCs. Stealth will be expresed as a percent. This is the chance that they will attack first, regardless of the range of the defender. The guerillas would have something like 50%. For each round of combat that would go down 25%. (Thus a guerilla has a 1 in 4 chance that they might attack two rounds before being fired on). Terrain will offer modifiers to this. In a jungle units may have +50%. This may replace the line of sight concept. Stealth fighters will start with 100%, but and remain that way (air combat is 1 round only (you can attack repeatedly)). Remember: each round of air combat is one movement point. Subs will start with a 95% stealth, but for each round lose 30%. 7. Slight modification: To damage a sub the unit must have the right equipment. A trireme doesn't stand a chance, unescorted battleships don't stand much of one either. |
ember
b.02-15-99
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posted June 29, 1999 19:37
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(cross-post from apolyton) All attacking units have a 25% bonus for having the initiative. Defenses are stronger with this model, so halve terrain bonuses. The idea behind it is that if two armoured divisions are fighting, one side doesn't just take shells until the attacker runs out of ammo, then go and kill them, they have lots of localised attackes ad defenses. THe side that launches the battle has the initive, giving them some advantage. Range would depend on the era of the unit. More modern units could use their regular rating as a ranged attack against older units. If a ranged unit fights a non-ranged unit (after age adjustments have been acounted for) the ranged unit gets several free shots at the other (archers might only get a couple at a phalanx, but a an armor unit will often kill it before it gets in range) For stacked combat. I chose 4 units in a fight to represent how many units can be engaged at a time and be able to support each other. More than one of these events can occure in a square each turn, but they are somewhat independant from each other.Units start at a range that is farther than the longest range available. Each round they can move MP steps closer to the other side. If a unit can hit the enemy they will not advance. If the enemy is being hit, and none of your units are, all units remain in position until this changes. Units below a certain threashold strength will attempt to retreat ( if they move beyond max enemy range, they have retreated) Range in steps (oviously needs to be play balaced) 1 ancient normal 2 renaisance normal 3 ancient ranged 4 5 early modern normal 6 renaisance ranged 7 8 late modern nomral 9 early modern ranged 10 11 late modern ranged 12 13 14 over tile edge bombard When units engage they split their attacks between all units within their range (more injured units, less kills if fighting a large stack) I feel that repairs should cost modey/resources, so injured units still has an economic impact.
------------------ Any technology, sufficiently advanced, is indistinguishable from magic" -Arthur C. Clark
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SnowFire
b.02-15-99
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posted June 29, 1999 20:38
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A few qualms with your summary.Ranged vs. Ranged combat: Even when this happens, sometimes you might want to close or lengthen the distance anyway. For instance, cavalry (in the late Industrial Age) might have a weak ranged attack, but its melee attack is much stronger. They would start firing once they got in range (and they would have been fired at for awhile when they did that), but they would keep getting closer until they could do melee combat. Same with many other units: Tanks might have the same exact melee/ranged combat values, but their ranged defender may have a lower value. So they'll close there too, so they can overrun them. Minor points: I'd give Musketeers a higher melee value than 2, and archers with a disadvantage in the forest? Yeah, we all know that Robin Hood got trampled in the forest by Prince John's melee combat knights... um... wait a minute. Perhaps I should rephrase: units with the guerilla ability don't just get a bonus in the correct terrain, they don't face LOS penalties. And guerilla combat should have a very short number of rounds, resulting in a high probablity both units survive- the guerillas jump in, savage the larger force, and run off before the main force can come close enough to really put it's force to bear. Also, in the modern age you should start ignoring the amount of people it takes to form most combat units- it's neglibile. The last true war of attrition was WWII. The amount of people to run a fleet of battleships compared to the amount of people in a state... |
SnowFire
b.02-15-99
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posted June 30, 1999 08:42
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And oh yes, ember, your system seems rather silly in parts- melee combat should be melee, that is, it occurs at range one. I don't think those Rennisance pikemen will be throwing their pikes at the enemy at range 2. And the "one size fits all" ranges for types of units doesn't work either- better to have different numbers for different units.It should be noted that in naval combat, a fast ship with high range can slaughter other ships if it's smart enough to use its speed to retreat constantly and stay out of range. Make sure that is somehow reflected in the stast (though I can't think of exactly how to do that at the moment). |
ember
b.02-15-99
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posted June 30, 1999 17:04
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I know it's not very refined in places, but i was just getting the idea down.You add certain logical statemnts to the rules of combat to deal with all these siutations. Basically - If i can hit them and they can't hit me, stay back. - if i can do more damage by being close close in. We could use the same kind of scale and just give each unit a number on it. Musketters would have a worse land than range, that would actually make pikemen usefull, but they wouldn't be push-overs.
------------------ Any technology, sufficiently advanced, is indistinguishable from magic" -Arthur C. Clark
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Octopus
b.02-15-99
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posted June 30, 1999 22:25
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From the summary: "Suggestions for a more complex combat model in Civilization 3"Not all Civ players are looking for more complexity. That shouldn't be the header of the thread. I, for one, think that the system proposed in the summary is far too complicated.
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Victor Galis
b.02-15-99
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posted July 01, 1999 01:08
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The system is the same, except the combat resolution is more realistic. It completely eliminates the old phalanz defeats tank problem. |
SnowFire
b.02-15-99
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posted July 01, 1999 09:30
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Yes. It appears the exact same to you, the viewer- you take a unit (or group of units) and send them out to attack, and you find out what happens. The only diference you'd notice right away is that in some battles, both sides can survive, and that grouping units sensibly is actually important (don't send those archers out unsupported to attack cavalry). But "under the hood," it gets a lot more realistic. |
n.c.
b.02-15-99
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posted July 01, 1999 09:31
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Perhaps there should be a "plunder" option: Instead of taking a city, after eliminating all defenses you would enter and take gold, a tech, the other civ's map, and destroy some of the city improvements. |
Victor Galis
b.02-15-99
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posted July 01, 1999 12:33
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One thing I have to remind myself to add is a Show Odds option. This way you wouldn't have to keep track of all the stats before making an attack (your advisor would tell you). |
n.c.
b.02-15-99
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posted July 01, 1999 14:28
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Victor G.: I just reviewd the Combat summary and was very impressed. However, I have one thought. In the summary you stated the following:"Certain units would have stealth. Guerillas, subs, stealth fighters would have this. This allows them to ignore ZOCs." I agree with the above but I would add for the guerillas that they have a chance to be invisible (depending on terrain or location within a city radius). Maybe this is in there and I missed it or was implicit in something you said. If not, I would strongly suggest that you consider it for two reasons: 1) in real life guerrilas are often hidden from regular troops, and 2) this would be a very fun new unit capability. |
Victor Galis
b.02-15-99
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posted July 01, 1999 18:31
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Yes, I suppose I'll make a clarification of that in my next version of the summary (I already sent the current one to yin with minor grammatical corrections compared to the one on the Wish List forum).I wish my password at Apolyton would work, so I could get some more imput, but apparantly, I can neither get them to send me my user/name password, nor use the one I got earlier today when I registered. |
Pit
b.02-15-99
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posted July 04, 1999 05:23
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I would like to post this to see what your impressions are about this concept: Lines of communication; you lose the ability to control units if they pass out of the breadth of your empire (until the advent of the radio). This is not like when a trireme is lost at sea. The untis are still there, and still march torwards and will attempt to achieve a victory on their "mission" - whether it be attack a city, settle, defend, patrol, etc; however, the units orders could not be changed until a city (or fortress) is either built or taken. Instead of having messenger units, I am proposing that they would be implied. Much like farm and mine labor was implied in Civ2 - it was unseen. Each city would have a radius (which would have nothing or maybe everything to do with its production radius) and likewise, so would each fortress. I would also think it would be interesting if outposts could be built; an outpost would be a city that had a population cap of four and couple only produce defensive units and improvments. This system would require battle plans to be given to units before they marched, but from what I have read, other users have suggested automation of units anyhow. I think this system would realistically, or at least more realistically, illustrate the lack of communication between the ancient and older governments of far-flung empires and their units.
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humaloidi
b.02-15-99
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posted July 05, 1999 15:53
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I like Pit's idea! I love it! Here's the messanger consept as I understood it: Cities will have "messager-range" which will be varied by era (ancient 2, reneissance 4, modern unlimited (discovery of radio)). Ground units will have messager-range equal to their movement. Sea Units will have messager-range of 2 (Sign language), after discovery of navigation 3 (increased visibility) and with discovery of electricity 5 (morse). Air units will have no ability to be controlled on-flight before discovery of radio. Discovery of Radio will make all messager ranges 10. Discovery of Space Flight will finally make messager ranges unlimited. Also the Isolation Factor (Summary) should be varied by discoveries of Flight and Teleportation (if it is included).
------------------ Humaloidi Not-so-special dude who isn't an administrator... "Tourists are terrorists with cameras. Terrorists are tourists with guns." -Anon Questions or Comments? humaloidi@yahoo.com
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SnowFire
b.02-15-99
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posted July 05, 1999 17:09
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For the record I would like to oppose the messenger system, it's going to drive us all up a wall, especially if the computer AI isn't exactly like us. That reduces the human element in battles dramatically, and makes you feel more like a caretaker for the empire than Alexander the Great, boldly leading your troops out. Especially humalodi's suggestions: Radio definitely makes messenger range all over the world, and even before radio, giving new orders were not that hard. I mean, even in the Revolutionary War, the commanders simply came along with the army and could get messages in a week to the other side- 1/52 a turn in the modern era, and more likely 1/104 a turn in that era. I can see VERY LARGE ranges out from cities with warnings ("Sir: If we move our military units that far abroad, we will lose contact with them. They will Explore and Do other things abroad, but we will recieve no further reports until they come back. Are you sure you want to do this?") and then they leave. And they might come back, and show you a large portion of the map outside your jurisdiction, and tell you that they've started a war. And they might never come back, if they get killed (and you'd never see their explored area). Or they might conquer a Minor Nation and form their own nation, that you meet again later when you expand. But in any case, that should be a very, very large radius- I think that 20 squares would be a good starting off point, and with the discovery of navigation, 25, and magnetism, infinite. |
Q Cubed
b.02-15-99
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posted July 05, 1999 17:15
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Regarding my earlier suggestion (given to me by a friend's dad) for attacking to a certain damage level:I think this would allow for true "guerilla-warfare" combat. Hit-and-run attacks/defenses would work like so: Before attacking, one could by either holding down a hotkey or selecting an option, attack an opponent to a certain extent. Rather than a do-or-die battle, the attacker could fight an enemy until they are damaged down to, say, 50%. The attacker would then retreat backwards one square. The guerrilla unit would then become invisible (blend into the woodwork). In a defense, guerilla units (this could also include other units that aren't Partisan, Guerillas. Special guerilla mode, maybe?), the unit would hold off the attacker until it hits critical damage, about 20%life remaining, at which point it would retreat directly away from the attacker one square and blend in. If defending in a city, though, it would be a scorched earth thing: the guerilla unit would destroy all improvements, wonders, and clear out anything stored in the city (food, etc.) before fleeing. However, this method of fighting would not be a default method. ------------------ Q Cubed Renaissance Q • Q-of-all-trades Thread Discussion Facilitator for Wonders "Logic must dictate my stance." |
Princeps
b.02-15-99
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posted July 06, 1999 01:19
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You can fight the battles or have computer resolve them, such as in Lords of the Realm II. Fighting battles out yourself will make use of a Gettysburg style combat engine, which could be adapted to almost any ground-based battle. (I'd love to see a combo of the Great Battles of Caesar and SM's Gettysburg!) This would allow either side to not have the WHOLE army destroyed and be fun to play.
------------------ SENATVS POPVLVSQVE ROMANVS |
Pit
b.02-15-99
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posted July 06, 1999 02:17
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This reply leads back to my idea of lines of communication. SnowFrie made some very valid points; however I still think it is a tangible idea. The purpose of lines of communication is to incorporate the "Fog of War" - an element the earlier Civ games lacked - into Civ3. It does not completly reduce the role of the player into that of the Empire's janitor... however the game is called Civilization and not "Anitiquity's Generals." The purpose of lines of communication is to balance the game during the formitive years. This idea would not limit war, it would only prevent players from sending armies of genocide across the map to conquer fledging civs. (Of course, the AI - as Snow Fire points out - does play by a different set of rules and would have to be limited accordingly... maybe morale would decrease each square out of range and troops would desert... that would explain why one can find so many friendly mercenaries in the villages ;-> ) Under my proposal, this is how a conquest would proceed: Let's say that I have several cities along the coast of a somewhat large continent and I wish to settle the opposite coast line. I would than dispatch settlers to that coast (who would also fall under the rules of Lines of Communication). For some reason my settlers do not come back and communication is not re-established. Therefore, suspecting trouble, I send an explorer only to meet the same result. Now I am certain that an enemy lies in hiding, therefore I plan a conquest, or at least an exploration. First I build forts leading torwards the unsettled coastline and place a unit in each fort; this expands my range of communication. As my war party traverses torwards my enemy camp I gain more information about the land and the blackness receeds on my map. Spotting a good place to build a new city, I dispatch a settler. With the city built my range of communication is expanded and I move the units that are in the now obsolete forts into forts on the frontier. This cycle repeats until I spot the opposing force; I am then able to decide whether to wage war, sign a treaty, trade, etc. Had I not extended my lines of communication, my armies still would have fought, however they would have fought under the AI's control - which would be guided by my original orders - until a city or fort was established or conquered. When sending units out of range, orders could be given to either 1.) attack and hold a city 2.) scout and report back 3.) establish a city 4.) establish a line of communication 5.) initiate contact with other empires 6.) hold ground, etc To prevent armies out of range from starting wars, the troops could be limited to only attacking empires that you are already at war with or who have attacked them first. Lines of communication would be a good way to balance the aggressive civilizationns from more pacified and peaceful ones. I am not suggesting that it be mandatory, but if it is deemed acceptable it could be an option or maybe it would only appear on the harder levels of difficulty.
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Pit
b.02-15-99
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posted July 06, 1999 02:50
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This is a repost from the diplomacy forum - but it is also very relavent here. I am suggesting that the element of subversion should be added to the game. Through the use of propaganda and brainwashing we could alter both diplomacy and military might. Since a similar post of mine appears in diplomacy, I will only write combat-relavent ideas about the subject here. With the advent of the radio general populations could be swayed to support or reject a cause - peace and trade treaties, alliances, etc. However, even before the radio is invented, an empire could use brainwashing. An empire could brainwash its citizens to be better workers or more content. It could also brainwash its troops to fight better and to have higher morale. Also, through the use of a spy or a diplomat - maybe even a new unit - an empire could use subversion to affect the armies of other empires. For instance, troops could be persuaded not to fight the troops of a particular empire, or could be coerced into attacking a 3rd party. This is an addition to being bribed, of course. Also, enemy units could be weakened and begin to desert, but instead of joining an opposing force, they would just go back home to their farms or factories. Of course, brainwashing is frowned opon and would wreak considerable havoc if discovered by the victim population or troops. If my empire is discovered to be brainwashing its citizens, unrest would surely insue and would most likely lead to civil war - most definetly if it is found to be "influcing" its troops. Also an empire's repuation would be ruined, etc |
Colonel Rhombus
b.02-15-99
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posted July 06, 1999 13:09
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Greetings all,This is my first post here, and I'd just like to deposit the contents of my brain regarding certain issues of Civ3 into this forum. I came up with a couple of concepts relating to concealment and terrain accessability. CONCEALMENT Terrain such as jungles, forests, mountains, etc. should have natural concealment features. Armies have been using dense terrain to their advantage for hundreds of years. The effect of concealment in Civ3 could create some exciting situations. Armies making stealth approaches to enemy cities and launching attacks from the foliage. Units moving through dense terrain and inadvertently initiating combat with an enemy it did not see. There are many possibilities to exploit here. This should not just extend to units. Concealed airbases and defensive fortifications (e.g., bunkers) are quite commonplace in the real world. Perhaps add Camouflage to the research tree to enable units to make use of their surroundings. Such terrain features would also make air strikes almost completely ineffectual. Even if the unit was locatable, the natural cover provided by dense terrain would make it very difficult to damage or destroy. INACCESSABILITY Foot soldiers lack importance after the development of armour and mechanised infantry. This is wrong, as there is still much emphasis on infantry in modern war doctrine. Making severe terrain (e.g., mountains) off-limits to vehicles would greatly correct the balance. The construction of roads would allow vehicles passage through such terrain, but with considerable combat penalties. A rule similar to Civ2's attacking-ships-in-harbour would be an appropriate to simulate the reduced mobility of the armoured vehicle in areas such as forest, jungle, swamp, mountain, etc. Foot soldiers, however, would be able to traverse all terrain (except ocean squares, of course), suffer no combat penalties and enjoy the defensive bonuses of the particularly severe terrain. I'd appreciate any feeback on these ideas. Even angry feeback if I may have inadvertantly pinched your ideas, anything will do.
------------------ Regards, Col. Rhombus |
Victor Galis
b.02-15-99
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posted July 07, 1999 01:25
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Firaxis specifically said no to tactical combat, and we [the forumers] had a whole debate on the forum about it. |
n.c.
b.02-15-99
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posted July 07, 1999 07:51
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V.G.: If you were responding to Col. R's comments, I'm not sure I agree. Perhaps I didn't understand his post, but I didn't see anything that was significantly more tactical than the existing notion of +200% defense bonus in certain terrain. He seems to just be making that principle more sophisticated, which is good. I especially agree with the notion of certain units being difficult to see in certain terrain. (I don't think we need Camo on the research tree, though.) |
CormacMacArt
b.02-15-99
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posted July 07, 1999 11:25
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I think that SnowFire has the right idea. Limit the distance that troops are in direct communication with the civ, although I would put the numbers at (Civ II, large map mode) 5 would be a good starting point (I am thinking of the Punic wars as a reference) with the discovery of navigation, 20, and magnetism, 25, then Radio - infinite. Also, am I the only one who thinks that command ships/aircraft/generals is redundant with stacked units? A stacked unit should AUTOMATICLY have better attack/defence numbers because when you stack the group together it is like putting them under a single leader. [This message has been edited by CormacMacArt (edited 07-07-1999).] [This message has been edited by CormacMacArt (edited 07-07-1999).] |
Victor Galis
b.02-15-99
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posted July 07, 1999 13:09
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"tactical combat" - A sub-game where you actually fight out your battles as opposed to autocalculating them. LOTR is a perfect example of why this doesn't work.I was replying to Princeps's post. [This message has been edited by Victor Galis (edited 07-07-1999).] |
Princeps
b.02-15-99
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posted July 07, 1999 14:42
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VG: Why is LOTR an example of why it doesn't work? I'll admit the computer sucked in tactical combatin LOTR. But this is several years later and better AI's are available. Are you telling me Gettysburg AI is on par with LOTR? Are you telling me that they both involve the same amount of tactical thinking? I think Shogun will be a better example of implementing tactical combat into a strategy game. However I still hold firm to the idea of using the Gettysburg engine, the best real-time unit-oriented tactical combat for pre-modern ground warfare, for limited tactical combat. Though I suppose it would be better suited for a game dealing with a certain time period than an all-encompassing game. -Princeps
------------------ SENATVS POPVLVSQVE ROMANVS |
Victor Galis
b.02-15-99
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posted July 07, 1999 20:25
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"I'll admit the computer sucked in tactical combatin LOTR."-No, the computer did not suck. Failing to hold a fully garissoned Royal Castle against 900 men is sucking. Only inflicting 40 casulaties in the process is really, really, sucking. Besides it takes away from the main aspect of the game, also it gets really, really tiring. This is why I gave up LOTR, because I got sick of fighting every battle (and there are far more battles in Civ3 than in LOTR.) |
Princeps
b.02-15-99
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posted July 08, 1999 00:25
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"Besides it takes away from the main aspect of the game, also it gets really, really tiring."So what IS the main aspect of the game? "This is why I gave up LOTR, because I got sick of fighting every battle" Maybe I forgot to say, but there can be an option for you to fight the battles. If you don't want to, you let the computer resolve it normally! That easy! "(and there are far more battles in Civ3 than in LOTR.)" There are? Is this from...experience?? hehe Tell me more about Civ3!  Cheers, Princeps
------------------ SENATVS POPVLVSQVE ROMANVS |
eNo
b.02-15-99
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posted July 08, 1999 01:41
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I actually thought this up to resolve a problem with one of the Radical Ideas but it also belongs here. Two types of combat:1. Hit-and-Run (Different from Q Cube's) 2. Attack-and-Hold-Position The traditional Civ attack model where a unit attacks and returns to its starting square would be the Hit-and-Run. This could actually be combined with Q Cubed's suggestion. The Attack-and-Hold-Position would have the attacker attack, win and remain in the defender's square. If there are multiple defenders, the attacker must defeat all of them. I like n.c.'s plunder option: run in, take what you can grab, do some civilian damage, run out.
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SnowFire
b.02-15-99
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posted July 08, 1999 09:22
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I rememeber the LOTR II demo... the tactical combat was pretty fun, actually. Maybe at the higher levels the computer starts getting worse. I just remember that a hail of arrows is the key to success.If you must have plunder, make sure that the unit gets the gold, not the empire. The unit has to trudge all the way back to town if it wants to depost its gold in the treasury, at least in ancient times. |
n.c.
b.02-15-99
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posted July 08, 1999 10:34
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Thanks for the plunder plug, eNo. I would love to have a Sherman's march to the sea without having to actually own the pitiful cities I encounter.I really like the idea of having two options for attacking. Here is another possiblity. Someone suggested above that certain units be able to retreat, which is a good idea. Adding to that, should Civ III allow a unit to retreat if some or all of the following conditions are met: 1) the attacker is on his last turn, 2) attacker is slower than the defender, 3) the defender isn't totally smashed right away 4) the defender is on certain terrain (plains, grass or road) and 5) not in a city. I am concerned about adding tactical complications. However, just allowing two methods of attacking should not be a problem and the retreat would be automated (since it isn't your turn anyway). | |