Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site forums as they ran on Ultimate Bulletin Board, 1998–2001. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 2005 site & forums

  Apolyton Civilization Site Forums
  Civ3-General/Suggestions
  Radar Stations/Spy Stations

Post New Topic  Post A ReplyPost A Reply In A New Window

profile | register | preferences | faq | search next newest topic | next oldest topic bottom of page
Author
Topic:   Radar Stations/Spy Stations Format for Better Printing
cityhelper
Settler
San Diego, CA, USA
Oct 2000
posted October 27, 2000 11:42   Click Here to See the Profile for cityhelperClick Here to Email cityhelper  send a private message to cityhelper Visit cityhelper's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
I always thought there should be a radar station improvement similar to the airfields that settlers can create in open territory. This way you could see long range air attacks and incoming missile attacks. Just an idea...

------------------
Justin Hall
Cityhelper.com Travel
www.Cityhelper.com
(Discount Travel Specialist)

Nikolaos
Settler
Hellas
Oct 2000
posted October 27, 2000 12:04   Click Here to See the Profile for Nikolaos   send a private message to Nikolaos
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
I agree with you on that point, and would extend it somewhat. I always thought about that idea for the ocean, having some sort of buoy system that would alert you when a ship got close.
cityhelper
Settler
San Diego, CA, USA
Oct 2000
posted October 27, 2000 12:06   Click Here to See the Profile for cityhelperClick Here to Email cityhelper  send a private message to cityhelper Visit cityhelper's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Yeah, Civ:CTP had this feature and it was great!

------------------
Justin Hall
Cityhelper.com Travel
www.Cityhelper.com
(Discount Travel Specialist)

Tim White
Chieftain
Kearns, Utah, USA
Oct 2000
posted October 27, 2000 13:09   Click Here to See the Profile for Tim WhiteClick Here to Email Tim White  send a private message to Tim White
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
I think this is a good idea!
chrispie
Settler
Manchester UK
Oct 2000
posted October 27, 2000 16:07   Click Here to See the Profile for chrispie   send a private message to chrispie
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
This is a subject I've thought about somewhat..particulary air defense.

I mean, during WW2 the British Fighters would travel far outside the range of their home city to attack incoming bombers.

So I feel maybe players should have some kind of auto defense option, where fighters will automatically fly out to attack incoming bombers, forcing the attackers to either try and fly through them, or bring their own fighter escorts. Obviously this brings in all kinds of in-built complexities, like having to introduce squadrons to allow units to travel together etc., but I feel it'd be much more realistic and indeed fun

Shogun Gunner
Chieftain
Fairfax, Virginia
Oct 2000
posted October 27, 2000 23:03   Click Here to See the Profile for Shogun GunnerClick Here to Email Shogun Gunner  send a private message to Shogun Gunner Visit Shogun Gunner's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Difficult maybe, but I hate leaving my bombers out in the open just waiting to be shot down during the next turn. Just hanging in mid-air for a year waiting to be shot out of the sky...

Then again, many people have explained these bomber attacks as a year long campaign which you take small amount of losses each mission which adds up to the destruction of the unit.

I accept that premise, but it begs for fighter escort as you state. I would love to see that..if bombers can hang out in mid air, so can fighters
[This message has been edited by Shogun Gunner (edited October 27, 2000).]

Biddles
Warlord
Melbourne, Victoria, Australia
Mar 99
posted October 27, 2000 23:43   Click Here to See the Profile for BiddlesClick Here to Email Biddles  send a private message to BiddlesSend a Message to UIN: 20518789 Visit Biddles's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Interesting idea. So are you suggesting to group a fighter with a bomber in a kind of air army to repel enemy fighter attacks?

Also, should there be radar stations to detect incoming air groups. And a new order for fighter aircraft to intercept any airgroup within range. What about a SAM city improvement? This would do the same thing as a fighter intercept, but have a limited number of shots per turn.

------------------
- Biddles

"Now that our life-support systems are utilising the new Windows 2027 OS, we don't have to worry about anythi......."
Mars Colonizer Mission

Shogun Gunner
Chieftain
Fairfax, Virginia
Oct 2000
posted October 28, 2000 00:16   Click Here to See the Profile for Shogun GunnerClick Here to Email Shogun Gunner  send a private message to Shogun Gunner Visit Shogun Gunner's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
quote:

Originally posted by Biddles on 10-27-2000 11:43 PM
Interesting idea. So are you suggesting to group a fighter with a bomber in a kind of air army to repel enemy fighter attacks?


Exactly. We stack Aegis crusiers with destroyers because their functions compliment each other. Aegis versus air attack, destroyer to detect those subs.

Bombers and Fighters can compliment each other also. The strength of one unit protects the weakness of the other.

It's just the Civ II rules do not allow this, obviously. Unless you are the computer --it can leave anything up in the air as long as it wants(cruise missles, nuclear missiles, bombers, etc)

chrispie
Settler
Manchester UK
Oct 2000
posted October 28, 2000 11:04   Click Here to See the Profile for chrispie   send a private message to chrispie
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Anyone remember the good old days of Civ 1, where you'd bomb a city with 8 bombers, only to hear the dreaded tink-tink-tink-tink-tink... as one fighter takes out every one of your bombers, glad they got rid of that in Civ2.

So, the way I see it...we have bomber/fighter squadrons, maybe they are like this because formations of like units are allowed...and in the cities, fighters. I guess for each move an enemy squadron of air units makes there is a chance the fighters will scramble to attack them. This is based on the obvious, like has the fighter moved, and any advantages such as radar stations.

I think this would prove to mirror realism well, as a fighter is only able to scrammble to attack one squadron each turn.

SAM missile batteries I suppose would simply increases the attack/defense of all of you and your allies air units within a certain radius of the city.

And also, fighters can scrammble from Aircraft Carriers, unlike Civ2...

Shogun Gunner
Chieftain
Fairfax, Virginia
Oct 2000
posted October 28, 2000 11:24   Click Here to See the Profile for Shogun GunnerClick Here to Email Shogun Gunner  send a private message to Shogun Gunner Visit Shogun Gunner's Homepage!
Edit/Delete Message    Reply To And Quote This Message
IP: Logged, Admin Access Only
Ouch. Memories of Civ I... A few months ago, I reinstalled Civ I and gave it a try again. It really brought home all the improvements of Civ I to Civ II. It was a good reminder. Yes, I also have lost multiple bombers at once...it's like remembering a bad dream.

I think we agree that the fighter/bomber cooperation must be improved.

Apolyton Civilization Site Forums
> > > Civ3-General/Suggestions Forum

next newest topic | next oldest topictop of page

All times are EDT

Administrative Options: Close Topic | Archive/Move | Delete Topic | Top
Post New Topic  Post A ReplyPost A Reply In A New Window
Hop to:

Contact Us
Apolyton Civilization Site

Powered by: Ultimate Bulletin Board, Version 5.44a
© Infopop Corporation (formerly Madrona Park, Inc.), 1998 - 2000.

Front Page | Civilization III | Dinosaurs | Civilization II | Call to Power | Call to Power II | Alpha Centauri | Alternative Civs | Misc | Links | About ACS | GameStats
GameLeague | Scenario League | Hodadian Award Central | Civilization Scenario Collection | Spanish CivII Site | Clash of Civs | CtP Maps | Art of War