Thread Tools
Old May 19, 1999, 14:47   #1
Goob
Warlord
 
Local Time: 08:17
Local Date: October 31, 2010
Join Date: Apr 1999
Location: Phoenix,AZ,US
Posts: 261
COMBAT (ver1.0): Hosted by Redleg
I am creating this thread as a summary and discussion point for the master list on the other forum.
Redleg if you want to host this as well please do, or start a new list entirely.

I can and will edit this too make it more readable and even add stuff as time permits.

The summary includes all 15 general topics raised in the other thread, ideas have general attribulation to them and many times examples have been deleted to save space.

**** Summary to Follow ****

1) ARMIES vs. UNITS

Armies: Redleg, don Don, Goob

The military advisor would be directed to raise an army of x citizens - as a temporary unit or standing unit. These citizens would be taken from work, such as farming or mining and become a named unit, chosen by the player. (I have always wanted to name my units). Units would require a budget that would be automated (so as not to cause micromanagement) but the player could change the budget for each unit if he chooses. The unit wont be a spcific type, but determined by the equipment the player chooses. For example, when raising an army the player can ask to raise a 10,000 man unit armed with muskets. The unit would be a musketer, but this is not a cookie cutter unit. The player could just as easily ask for a 10,000 man unit armed with muskets and horses making a Calvary unit. The ability to create combined arms units would be nice too, mix Muskets, some horses, and cannon, and you have a Napolionic army.Cookie cutter units would be available for those that dont want to customize thier forces. Current techs would determine the arms the unit could be equiped with, and of course the better the equipmet and the more men asked for, the higher the inital cost to raise the army.

The idea of raising armies could simplify things. Stacks can be eliminated in this system. The idea of a stack no longer is needed because the army IS the stack. The army can be whatever you define. For those that dont want to monkey arround with custom units can choose from pre-defined units. I think this would be nice to define WHAT the unit is in hard terms - i.e. 10,000 guys with horses and rifles. I think for this to work alot of effort would have to be put into automating the process of units, but the extra dimension in realism would be nice.

In real life all units are mixed. A Roman Legion had a corps of medium infantry (the classic Legionaire) with heavy infantry and heavy cavalry attachments. Then there were the auxiliaries: light cavalry, infantry, and archers (these were often non-Romans from the province or region of the legion's station). Plus engineers for seige weapons of various design. Then there were support personnel, including laborers attached to each century.
An army can be made up of components, each component would be 1000 troops (or 5000) The components could be mixed arms or all infantry or archers, etc., which ever the player wanted. Combat results would include the destruction of components of the army but not necessarily the whole thing.

Units: Jon Miller, ember, Diodorus Sicilus, Shining1,

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)
To me a unit represents a combined arms division with a focus on one specific aspect of that, 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.

We do need distinct units because they allow for distinct graphics (and if the game doesn't look good graphically, it won't sell and we're all back to square one) and because there are units which, whether they were 'mixed' in fact or not, had very distinctly different characteristics that should be indicated. One source of confusion is that the current CivII or CtP 'units' are a combination of individual weapons types and units: Archers are an individual weaponry, but the Legion was a unit, as mentioned in an earlier post, that included several different types of troops working together - but it had a distinct set of characteristics that are not the same as a Phalanx or a 'Banner' of mounted Knights.

My solution is to add the General. Yeh, yeh, another new unit, but this one would allow you to form Armies of units. You could not get a General (build?) until after a certain Advance (Philosophy would be a good example, since the formal concept of Generalship came out of both Greek philosophy and Sun Tzu's writings) and the quality of the General would vary - maybe as much as the Green through Elite/Commando ratings in SMAC. Certain Wonders, like Sun Tzu's Academy or (a new one) Greater General Staff would also allow 'upgraded' Generals. The number of units the General could command would vary with these ratings, and what he could do with them on the Battle Screen (see below) and possibily even how far he could stretch his Supply Line or how fast he could move his army.
In combat, you go to the Battle Screen, which CtP included and then bungled badly. On the battle screen you can either use Computer Default (which you have to do if your force - a defending group, for instance- has no General with it) Tactics OR deploy your troops. This deployment could either be Precise (you place every unit) or from a Menu: Linear Defense, Defense with Counterattack, Attack Center, Attack Right, Attack Left, Holding Attack, Fighting Retreat, etc. - or you could Menu place and then modify it (move one unit into reserve, for instance)
The Screen would be divided into 30 'tiles' - 15 for each side. These would be 5 wide by 3 deep, representing right flank, right middle, center, left middle, left flank, and the support and reserve versions of the same. Deployment would have to include the Center tile, and for the AI or player without General would pretty formulaic: in the middle, with long-range units in support (archers, artillery) with Reserve tiles occupied only if you had the front covered (Right Middle, Left Middle, Center minimum). If your General is good enough (Veteran, Elite grades, for instance) you can do things in the deployment like put everyone on one side of the Center.
If you have "outscouted" the enemy - you have a Spy or Scout with your Army, or your army has an intrinsic Scout factor (includes barbarian Light Horsemen, for instance, or a force of All Mounted/Mobile troops) then the opponent has to deploy first - look at his placement, make yours appropriately, proceed to slaughter the poor sod.

To reflect REAL relative Ranged Attack abilities, we're going to need a Short and Long Range Attack. There will be virtually no Long Range Attack in ancient or medieval units. Short Range Attack can deploy in the Support row of Tiles on the battlescreen and fire in support (there's a reason for these titles, folks) of the front line. Long Range Attack units (Artillery, Howitzers, etc) can be in the Reserve row and still attack everything back to the enemy Front or Support row (depending on their Range Ability), and in some cases further - we need a Battlefield Missile unit to supplant the Howitzer as the maxy Bombard, which has the range to reach the enemy Reserve row of tiles.
Combinations of units will make an army work better: if the opponent has not occupied a tile in front of them, Mounted units can move up to two tiles forward and attack the flanks (maybe three tiles if they are high enough Morale or the General is good enough) of enemy units, which gives a combat bonus to the flankers. Infantry move slower (Battle Screen = 1 tile regardless of Main Map movement) while early artillery (and catapults if we keep 'em) can't move on the battle screen at all.
An Army is not destroyed entirely in a battle - at least, not all the time. I very much like SMAC where a unit getting whipped automatically retreats out of action if it can. On the Battle Screen, at a certain point of losses of units combined with loss of tiles (and enemy units in your Support or Reserve Tiles would be Very, Very Bad) the army will start to retreat. If you have a General, he might get one chance to "rally" them, but it shouldn't be easy. If your opponent starts to retreat off the battle screen (and will move away one tile on the Main Map) you can attempt a Pursuit. Pursuit will only be attempted by Mounted Units that have not suffered losses in the battle - in other words, a fresh Reserve Cavalry unit is worth it's weight in enemy corpses: it will cause major casualties to the enemy.

All of this is a lot more complicated than we have now, but it's based on some simple concepts:
1. General units to regulate how you can stack and move units together (form Armies)
2. A Battle Screen on which you can micromanage if you will, your combats while keeping them within the framework of a 'traditional' battle - front, support, rear, center and flanks.
3. Always, the option of allowing the computer to do it all, with or without some basic commands from you, so that the combat portion of the game can be as slow and complex or as fast as you want it to be.


Special abilities can be conveyed by having certain units in the stack - a siege engine, for instance, to negate city walls for an infantry attack from that city, for instance. (i.e you have both units positioned in the same square, and the infantry can attack the city without the defender gaining the city walls bonus). Similar to my first idea - the spotter unit gives the bonus option to the attacking jet.
In my view, combined arms and a planned attack - combined with numerical superiority - should be the way to decide combat. Since elite players already plan their attacks along these line, it should be made clear from the start that a combined arms approach and some planning will be required. For instance, although swordsmen will make good general purpose units, a mix of swords and spears will serve better if attacked by horsemen.
Defensive units are then keyed to defend against a single target - horses for instance. They still gain bonuses, however, for city walls and the like (mounted units loose their mounted bonus when inside a city - making them better attacking units).

2) AIR COMBAT
ember, Frank Johnson, Shining1, Bell, Redleg, Doo1284

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
There would be modifiers to air attacks, ranges for planes & missiles (not included in summary)

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 target 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.

Fighters have an effective range that you described. Its longer ranged with better planes. In this area your forces have air superiority. If an opponent also has fighter coverage in this area, then the area is contested, and you only get the bonus if your aircraft are more numerous or superior.
All units fighting within the radius on your side would gain a bonus depending on the type of aircraft as long as they weren't occupied with other missions like bombing enemy units or cities.

Fighters +25%
Fighters + Divebombers (or divebombers uncontested) +50%
Jet Fighters +25% (always superior to fighters)
FighterBombers +50% (acts as fighters so need no escourts)
Stealth Fighters +50% (always superior to jet fighters, can dodge intercept attempts)

Random events for bombing missions
* The aircraft are spotted and an intercept is launched. Each intercepting fighter unit halves the likliness of a successful mission.
* The aircraft are spotted, but not in time to intercept. Your air units scramble while the enemy is near or over the targets. Each scrambling fighter unit is -25% to a successful mission.
* The aircraft are not spotted unit they have reached the target. Enemy fighters are caught on the ground, and AAA batteries are not at full readiness for the attack. The enemy bombers get a +50% surprise attack bonus.
* There are aircraft available to intercept, but the attack is forewarned and your defeneders are ready on the ground. Attack is rolled as normal.
If the attack is a REAL sneak attack, involving a breaking of a treaty, it is always the surpise way. Other factors on the success of the mission would be...
* Stacked fighter escourts. Each fighter sent nullifies one intercepting or scrabbling enemy fighter.
* Terrain. Attacking targets in hostile terrian would boost their defense.
* AAA or SAM presence. Clearly if speical ground based air defenses are in place this would affect the roll. A new improvement, perhaps called Radar intallation could boost chances for an intercept in a region.

The outcome of the mission should be one of the following.
* Success! If a primary target was set it is destroyed or heavly damaged.
* Limited success. A Primary target was damaged or a secondary target was hit instead.
* Misfire. Weapons missed the targets and hit a residental area. This could hurt your reputation if you are a democracy or republic. (whom wouldn't have the option of targetting civilian areas, unless sneak attacked)
* Failure. Enemy defenses proved too strong, and drove away or shot down your bombers/escourts. Some units maybe just be damaged.

Targeting
Missions for fighter bombers can be given by stationing commando units next to a city or satellites over a city. Targets are limited, you only get the main defenders for the city, (mobile SAM unit, etc) and some primary structures - factories, airbase, naval yard, etc. This keeps the attack fairly simple - if you have the spy unit in place, you can then select the target from the menu for aircraft and artillery.

Also, please consider the REAL uses of bombers! Bombers, cruise missiles and fighterbombers strike Buildings not Armies! Well they could harrass them, but not likely destroy an entire division. Here's an idea for when a air unit approches a city:
*"Carpet Bomb"
*Bomb installations
*Target population centers
*Bomb airfields
*Bomb ports
*Straffe Units

3) SUPPLY
Redleg, Frank Johnson, Goob, Jason Beaudoin
Units must have a supply line to continue to operate. If they lose supply, they lose effectiveness and eventually desert. this will stop the lone warrior wandering for centuries. Supply must be automated to reduce micromanagemet, but will cost money to maintain a unit far away that is harrasing a nation. The player will be advised when the cost of maintaing a faraway unit is excessive. Ancient units can recive supply when pilligaing forign lands, and this will reduce the cost - but importantly the unit must have contact with the home nation so it wont desert. Later units will gradually lose this feature or robbing supply from conquered nations as later arms require specific calibers and such.

Supply lines which come out of cities showing how your men are being supplied. The availbity of supplies would be symbolized in a mode, lie view "supply lines" and the tiles would become colored in a scale from completly suppiled to no supplies.
*Supply lines would extend father from large cities
* They would move easily along roads and rails, but disipate quickly over swamps, mountains etc.
* The range of supply lines would increase with advances like the wheel, seafaring, automobile, and advanced flgiht
* Enemy units could blockade supply lines, beseige cities, cutting them off from supplies. Allied civs could provide you with supplies.
* Each unit would have a value called "tolerance" showing how supply depend a unit is. For example, early settlers and guerilla fighters would have little need of supplies, tanks and mech infantry, who need fuel to run effectively would be very dependanto n supply lines.
* Units could only heal while in strong supply lines, they would lose hits if cut off. Other effects of being cut off could be the unit abandons (is destroyed), surrenders to a besieging enemy, or loss of veteran status.

4) ANCIENTS vs. MODERN
Redleg, delcuze2, Hans2, Diodorus Sicilus, Goob, ember
Ancient / modern combonations should be extremly rare - almost imposible. Units in CivIII should advance with the times.
Ancient units wont be allowed after (just for example) ANYONE discovers Armor. The ancient unit would be forced to upgrade to a "Milita with firearms" or disband.
The only time an ancient / modern confrentation should be allowed to happen is when the ancient civ has had NO CONTACT with any nation at all. Like the Aztecs, I guess.

Make the defense and attack factors of the high-technology units bigger. If a "warrior" is a 1 strength point unit, perhaps a cavalary unit should be at 12 points.
I propose certain types of units and certain era units cannot defend or attack against others. For example, anything below say musket-and thats being liberal-shouldn't be able to damage air units.

We have GOT to have Upgradable Units in CivIII ala SMAC. There is nothing stranger than modern tanks whacking a phalanx: there just ain't numbers big enough to show the disparity in strength between the two!

As soon as a "modern" weapons tech is discovered and units using them are created then armies/units that are "ancient" will have a -1 strength/morale factor (BTW, I believe morale most be an element of unit strength.) When there is another discovery then all ancients would get another -1 penalty and so on.
Example:
Cannons discovered: Phalanx have a -1 penalty added to there strength when engaged with armies that possess cannons.
Muskets discovered: Phalanx or swordsmen now have a -2 penalty in combat against these units.

Bombards are a key idea for the modern 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)

5) STACKED COMBAT
Frank Johnson

When stacked, a unit should boost the overall attack/defense power of the stack. I image a coloization style combat report option giving the details of the combat.
Legion: BASE 4 VS Phalanx: BASE: 2
Archers +50% Archers +50%
Archers +25% Walls (+100%*)
Archers +12.5%
Catapult *
* Catapult halves city walls bonus!
With this system units like artillery, catapults, and the such can be used like in real life, to supliment armies, not to be whole armies themselves. Also all sorts of bonuses could be made up with this... for example, if you had 2 horsemen in a stack fighting a lone pikemen you'd get the "Flanking bonus" and the pikemen would lose the +50% verus horse

6) NAVAL COMBAT
ember

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.

7) LAND COMBAT
ember, Shining1

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.

2) Combat variables
These should be kept simple. Combining attack and defense values to get a basic value is a step in that direction, modifying these values according to the opposition and terrain would seem to be a viable method.

Example:
Hoplite
Bronze Long spear (3) (+1 vs. horse, -1 vs. infantry)
Bronze armour (1)
Open terrain (0)
gives an attack value of 3 against infantry, or 5 if the unit if fighting mounted cavalry.

Legion
Iron Broad sword (3) (+2 vs. infantry)
Iron armour (2)
Open terrain (0)
Gives an attack of 7 against infantry, or 5 against mounted units.
etc.,

Weapon stats
Club (1)
Spear (2) (+1 vs. Horse)
Long spear (2) (+2 vs. horse) +1 for iron weapon
Sword (2) (+1 vs. Infantry)
Broad Sword (+2 vs. Infantry) +1 for iron weapon
Bronze armour (1) (hoplite)
Iron armour (2) (chainmail)

8) MISSIONS

Redleg-
What about the ability to give units missions? anyone think this is usefull?

9) NAMING UNITS
Redleg, Goob
To give a sense of history and identity.

10) ADVANCED COMBAT
snipe
I think you should be able to determine formation and battle stratagy for your troops and have this all help determine combat results. That way you can play general or whatever. Anyway, I think combat needs to be more complex and involving than the computer merely using some mathmatical formula to determine which units live and die.

11) SUB-GAME for COMBAT
delcuze2
The problem I have with the current concept of "units" in Civ games is that they force a disconnect between the time scale being played by the civilization's economic, social and technological systems and the time scale being played by the wargame.
Historically most wars lasted for very short time spans. For example in CIV II, World War II would take only 7 or 8 turns to play, the 30 years war would at most last all of 10 turns and even the struggle between Rome and Carthage didn't last that long given the game's progressive time scale.
I think the idea of building armies full of equipment is fine, but it seems to me that a sub-game of conflict that happens over a few turns would be more realistic and still just as much fun.
In addition to being more realistic (IMHO) This would allow for two kinds of warfare:
1. Cold conflict with spy's, diplomacy, trade wars, cultural struggles, etc.
2. Hot wars with operational level battles occuring specific contested regions of the world.
I imagine moving around "armies/stacks" until you declare war, then having an *optional* intense mini-wargame to resolve the conflict.

12) STRUCTURAL DAMAGE
ember
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 storage proportionally to % damage done.

13) CITY CONQUERING
Trachmyr
Unless a city is very unhappy before the coquest, it will be unlikely to join your civ. You might be required to occupy the city with military forces, or it will return to it's previous owner... or atleast revolt.
Cities that were in poor condition or in poor spirits may welcome you, otherwise you'll need to hold the city until the unrest subsides. A city can be subjugated, and it's citizens forced into grueling labor, if enough military is present. Cities waiting to return to it's previous civ should wait until armies are signifigantly far off. And units produced/recruited at a conquered city may instantly turn against you!

14) COMMUNICATIONS
Trachmyr, don Don
Communications are very important to military endevours. Let us represent this in CIV3 by:
1) You can only issue commands to units within communication range. This would be city radius for primitive cultures, but would improve in range as tech increases (and equiped with if using a design workshop).
2) Automated units for when they go out of comm range
--- Go to (set with cursor) and HOLD position
--- Go to (set with cursor) and ATTACK enemy
--- Go to (set with cursor) and return with REPORT
3) You can give orders to a messenger (another unit) to give them to the target unit.
4) Com Jammers can block communications, tight-beam communications can counteract this
5) (???) you don't know the exact staus of your units, they will however send reports to tell you of their condition
This can be applied to cities far away from the capital before National goverments are implemented

Unless cut off by oceans or opponents' ZOCs, messengers can go pretty far in a few weeks. But the idea of assigned missions rather than simple "Go To" is great.

15) MORALE & TRAINING

?



[This message has been edited by Goob (edited May 20, 1999).]
Goob is offline  
Old May 19, 1999, 15:05   #2
JT
Prince
 
Local Time: 08:17
Local Date: October 31, 2010
Join Date: Dec 1969
Location: A place, in a place, within a place
Posts: 414
So you're threadmaster of the combat section now? Welcome to the team.

I'm head of the units section. We should check each others' often, as they're closely related.

Good luck. Trust me, you'll need it. Collecting authors and summarizing what's happened before isn't all that easy.

PS: You might want to do a shorter summary next time. This one takes a while to read. A _long_ while.
JT is offline  
Old May 19, 1999, 18:47   #3
yin26
inmate
Apolytoners Hall of Fame
Born Again Optimist
 
yin26's Avatar
 
Local Time: 04:17
Local Date: October 31, 2010
Join Date: Apr 1999
Location: This space reserved for Darkstar.
Posts: 5,667
Goob,

It's good to be working with you! Damn good.
yin26 is offline  
Old May 19, 1999, 20:00   #4
Trachmyr
Warlord
 
Trachmyr's Avatar
 
Local Time: 03:17
Local Date: October 31, 2010
Join Date: May 1999
Location: The Everglades
Posts: 255
WALLS - Like a bunker/fortification, but greatly hinders movement to cross. Regional walls can also act like roads, esp. for infantry (i.e. The Great Wall of China, not sure about Hadrian's Wall). It would completely prohibit movement of vehicles/calvary unless deystroyed... but that may take some time with primitive weapons (give the wall hit points?)

What do you think?
Trachmyr is offline  
Old May 19, 1999, 20:04   #5
Ecce Homo
Prince
 
Local Time: 09:17
Local Date: October 31, 2010
Join Date: Apr 1999
Location: Stockholm, Sweden
Posts: 312
Indeed, Trachmyr. And the longest wall in the world would be promoted the Great Wall Wonder, giving benefits to the owner.

I would also like trenches.
Ecce Homo is offline  
Old May 19, 1999, 21:25   #6
mhistbuff
Settler
 
Local Time: 08:17
Local Date: October 31, 2010
Join Date: Dec 1969
Posts: 18
what about the automatic raising of a militia when a city is attacked, like the minuete men during the American Revolution. A message like: Citizens of [city name] rally to the defence of the city. The number of militia units would depend on the size of the city. The problem is that in recent times, miltias aren't affective against tanks, but they would be against knights or even musketeers.
mhistbuff is offline  
Old May 19, 1999, 21:45   #7
Trachmyr
Warlord
 
Trachmyr's Avatar
 
Local Time: 03:17
Local Date: October 31, 2010
Join Date: May 1999
Location: The Everglades
Posts: 255
Modern militias... I would pitty the Tank Divison that rolled into the south :-)

Yes, militias are good... perhaps tied into Social Choices:

Right To Bear ARMS: +100% militia strength, +25% Crime Rate

Trachmyr is offline  
Old May 20, 1999, 01:23   #8
Goob
Warlord
 
Local Time: 08:17
Local Date: October 31, 2010
Join Date: Apr 1999
Location: Phoenix,AZ,US
Posts: 261
Trachmyr

I don't see myself as official host, I was just looking for something to do at work.

This is all Redleg's if he wants it.

JT, I thought the same thing, I just did not know what to edit out and I couldn't take that long to do it.

Please gentle readers take some time to offer constructive comments on what has been presented before.

Especially what is too much to work with and what isn't worth the punch...

Goob
Goob is offline  
Old May 20, 1999, 17:25   #9
redleg
Warlord
 
Local Time: 08:17
Local Date: October 31, 2010
Join Date: Mar 1999
Location: Smith, KS USA
Posts: 247
Hello! Thanks for the intro goob, I am on a military computer and it goes down now and again :P . Just lettin you know that I am here. Ill write more tommorow.


------------------
Redleg

Small minds talk about people, Average minds talk about events, Great minds talk about ideas.
redleg is offline  
Old May 20, 1999, 17:35   #10
Warspite
Chieftain
 
Local Time: 08:17
Local Date: October 31, 2010
Join Date: May 1999
Location: sterling, virginia, usa
Posts: 34
I see some folks with same idea i posted day ago. If you didnt see that post (i cant find it anymore in here) it involves changes to unit movement and combat in civ.

civ is lots of fun but i think a new game should move away from the slow motion cartoon character units of past and step into y2k combat realism (or close to it)

It does not take a fleet 50 years to cross the world

It does not take land units 100 years to travel across asia (30years with roads)

It should not take a bomber 20 years to fly to a target and return.

The solution is simple, EXAMPLE IS HOW CTP TOOK AWAY SETTLERS AS TILE IMPROVERS AND USED A PUBLIC WORKS POOL. That took away the slow motion, micromanaging aspect of improving the land and made it simple and instant (didnt have to wait 50years to move a settler to the north,etc)

combat and all unit movement would be the same. Sure you would have cute cartoon guys to show where the units are on map. But those are for display only.

I suggest in a single game turn whether it be 50 year turn or 2 year turn you have a unit ....

MOVEMENT PHASE
COMBAT OR ACTION PHASE
COUNTER ATTACK OR READJUSTMENT PHASE
FINAL MOVEMENT PHASE

Wars only last few years in real life and the action is not in slow motion either.

In the above unit phases you can move your units where you want (just like in civ now) however depending on there range the move is instant. So in first movement phase you move tanks from new york to hawaii it happens right away in one turn. Opponents with a sub in the movements path can react to the move also if desired (obviously there would be other factors coming into play like, DO YOU HAVE TRANSPORTS TO MOVE THROUGH OCEAN, are there enemy forces in the way, ETC)combat phase would be done if someone attacks after first movement phase, then on up to last movement phase in which the tanks can move back to new york if so desired. just a basic example that is.

Anyways combat and unit movement needs work, above are some suggestions, ill explain more later i need to drink a beer right now.

dont drink and drive!!!!!!!
Warspite is offline  
Old May 20, 1999, 17:44   #11
Diodorus Sicilus
Warlord
 
Local Time: 08:17
Local Date: October 31, 2010
Join Date: May 1999
Location: Steilacoom, WA, USA
Posts: 189
If yall don't mind, I'd like to do a summary of problems I see with the current combat systems in CivII, CtP, and SMAC:
1. Combined Arms is not featured: units are all one weapon, which is usually dead wrong historically, CtP adds the concept of long range fire, but bungled it by making insufficient distinctions between units: an archer's ranged fire can shoot down a fighter!
2. Units obviously out of place technologically hang around forever because (except for SMAC) there is no Upgrade capability.
3. Unit capabilities are warped by the game time scale: bombers and modern battleships taking several years to reach their targets, for example
4. There is no provision for supply or logistics and almost no provision for support costs. Where there are support costs, they are the same regardless of the type of unit (again, with a few exceptions; fanatics and such)
5. There is insufficient modeling of the differences in armies based on their parent culture, government, etc. A Democracy is NOT automatically handicapped in fighting a war: look at Britain & France at the beginning of WWI, or the USA in WWII - massive mobilization and deployments exceeding those of Totalitarian "militarist" states. A Fuedal State or City State, by definition, does not have a central government that controls all the military power of the state - and doesn't have to pay for all of them, either.
6. There is no provision for Popular Armies: local militia, defense forces, "citizen soldiers"
7. Building units, in some cases, takes an inordinate amount of game time: 20+ years tpo build the first battleship after discovering same is about 5 - 10 times longer than the historical requirement, no matter how you define it.
8. There is little or no provision for partial results in a battle: you win or die, the most infrequent result of a real major battle.

These are not complete, and there are differences in some of them among the games mentioned, but I think if CivIII could come up with better models for even half of those problems, the game would be an order of magnitude better and more interesting as a strategic combat game.


------------------
Diodorus Sicilus is offline  
Old May 20, 1999, 18:41   #12
Warspite
Chieftain
 
Local Time: 08:17
Local Date: October 31, 2010
Join Date: May 1999
Location: sterling, virginia, usa
Posts: 34
deodorus i like your ideas, those are good issues that need to be addressed in this upcoming civ game if its going to make a big difference and sell.

with three civ games out now in 9 years all of them being basically the same combat wise and unit movement wise. It is high time they made revolutionary changes like you entailed to improve game play.

Warspite is offline  
Old May 20, 1999, 18:51   #13
Goob
Warlord
 
Local Time: 08:17
Local Date: October 31, 2010
Join Date: Apr 1999
Location: Phoenix,AZ,US
Posts: 261
D.Sicilus, Lets not settle for half though, all of those are major design problems.

We may want to split this thread in two. one thread could be the identification of and solutions for existing problems, (you did a great job identifying some major ones) And then another thread for "cool things we would like to add to the combat system".

What are the thoughts on this?

Taking your point (3) and Warspite's suggestions. What if every production turn was composed of multiple movement and combat turns.
This would have the effect of cutting into the strange distortion that exists through out the timeline of the game.
Making the husbandry of existing forces that much more important because you have mutliple turns to lose them, before they could be replaced.

Point (2) could easily be fixed by allowing upgrades, for civ's with new tech, and a heavy combat penalty for ancient units fighting modern weaponry.

Point (1) Combined arms is needed all the way. There are several already suggested means to work on this.

Point (4) we need to come up with a working supply model.

Point (5) The U.S. is currently supporting without the loss of moral aircombat outside of our borders, but the thought is that we would not support land combat at this time.

With democracies the moral penalty could change depending on the level hostilities and the current feeling toward the "enemy" ( A seething American populace toward the "Romans" would allow American troops to engage Roman troops outside of American borders.)
Troops that were not within 5 squares (to pull a number out of my *ss) of an enemy unit, even if outside the borders would not cause moral penalties.

I agree with your other points but do not have the time to discuss them right now.

Goob
"A Better Combat Model for a Better Tomorrow"
Goob is offline  
Old May 22, 1999, 07:09   #14
yin26
inmate
Apolytoners Hall of Fame
Born Again Optimist
 
yin26's Avatar
 
Local Time: 04:17
Local Date: October 31, 2010
Join Date: Apr 1999
Location: This space reserved for Darkstar.
Posts: 5,667
-=*BUMP*=-

------------------
CIV3 DEVELOPMENT LIST COORDINATOR

**(un)Officially Making Lists for Firaxis Since SMAC Enhancement 3!**
yin26 is offline  
Old May 23, 1999, 14:16   #15
Ecce Homo
Prince
 
Local Time: 09:17
Local Date: October 31, 2010
Join Date: Apr 1999
Location: Stockholm, Sweden
Posts: 312
CONCEPT FOR MISSILES:
Cruise and Nuclear Missiles should not work like aeroplanes, that can land in friendly cities, go scouting and be controlled during flight. They should be transported on land and shot towards a square within their range - where they will hit a random object. This will make them blunted weapons of blind destruction.
Ecce Homo is offline  
Old May 23, 1999, 20:19   #16
VaderTwo
Guest
 
Posts: n/a
I am probably going to get flamed for this one, but how about a battle screen.

When a battle occurs, a player would have the option to go to a battle screen for more strategic-like combat in a screen that is 10*10,20*20,or 30*30 with terrain randomly composed of terrain in the battle square and the eight squares around it. For example, if there are three mountains out of the nine squares, there would be about 33% mountains in the battle area, randomly placed around the battle screen. With the speed of computers these days, it should only take about 10-15 seconds, if that, to create these maps.

Around the edges of the battle screen would be eight areas that would refer to the eight squares surrounding the battle screen. These areas would have the icons of the units in those squares. These units could be called upon for reinforcements at the cost of all of their movement points for the turn and join the battle. You or your enemy would also have the option to withdraw from the battle.

To get rid of some of the "tank vs phalanx" problem while not making it too easy for advanced units to defeat less advanced ones, we could give: units with 10 HP - three units on the screen (total 30 HP), units with 20 HP - two units (total 40 HP) and units with 30 or more HP - one unit but has choice of either augmenting HP by 50% or increasing attack or defense factors by 50%. The more advanced units would have greater movement, likely greater firepower and/or armor, and longer attack range than their less advanced counterparts. All units would have much more movement points then usual.

For attacking cities, there would be a larger battle screen that would include the city. All of buildings, wonders and even the citizens would be represented as icons on the map. All of them could be damaged during the battle. To capture the city, you would have to occupy the keep/city hall/capital.

Could also use a battle screen for naval battles (and possibly air battles) as well.

Could have the option to use or not use the battle screen for each battle or have an button at the beginning of the game to use it (like the strategic/tactical button in MOO2).
 
Old May 23, 1999, 21:22   #17
Jon Miller
staff
ApolyCon 06 ParticipantsCivilization III MultiplayerCivilization II MultiplayerRise of Nations MultiplayerPtWDG Vox ControliC4DG Vox
OTF Moderator
 
Jon Miller's Avatar
 
Local Time: 02:17
Local Date: October 31, 2010
Join Date: May 1999
Posts: 13,063
Hi

have some ideas, hopefully I will not wander to far off base

1st idea

I think it would be fun to have tactical battles, a la moo2 and mom

the terrain would provide the map for the battle and the troops would be the units in the army with like every 1000 men be a unit (increasing as civ size grows larger and becoming strong by the fractional precentage) and the left over fraction being a partial strength unit

since you would probably not want to fight every battle (diffinetly not in Multi Play), you could have generals that go with your armies (bait for those who want heroes), however they would not be mercenaries but would rather be based on that civs historical figures and common names (such as if you are france you usually get someone called Louis or something but on a random chance (or by some other method) you get Napolean or something (these generals would be realistic in that they would only last 20 years or so, also there would be no way for generals to be so good that they could make bronze age units defeat gunpowder era units

if anything was made realtime this could (bait for the rtsers)

a major problem I see is that like in moo2 and mom it would require two different AIs and the AI for the tactical combat would need to be good too (mom and moo2 had suckie tactical ai) and if this can not be done good it should be left out

2nd idea

an alternate way might be to have tech advances give you certain preset strategies that you could choose from when attacking an enemy unit, this would effect which unit in the army attacks which unit and when, the defender would choose the same, therefore there could be tactics and counter tactics, maybe if enough troops were involved, a certain number would be loss and then you would have another round of choices

early choices for the attacker would like be only frontal assault and retreat

good moral and training would also be a prerequisite for some tactics

for those who want heroes you could still have generals if you want but I repeat again they need to be realistic, there were never 7 napoleans around at one time and napolean was not arround for 9 centuries

3rd idea

in either case the armies should take down the population number (remember that one that civ2 had 10000, 30000, 60000, ect) in equal amount of what is in the army, the collecter person that represents that pop group takes the percentage of the resources from their collecting square

an add on - to simulate a nomadic culture have an army or group of armies be able to join together their population fragments to make a city (their old weapons would be kept in storage or something, this by the way is another idea of mine, be able to store things in cities for a rainy day), in modern times this is like an army holding up or making a base or making a work base, these cities of course would not be as big as normal cities and because of their transient nature would probable never build anything of merit (they would not be as big because they would be made by military units which are only small portions of their cities and nations) (I think that some of a cities structures should remain after the population has all departed (ruined cities) and decay at the rate of like one a turn, World Wonders would not decay like this and should only be lost if they are the objext of destruction (a mad leader, a meteor, ect)


enough for now, I have a final paper due tomorrow that I have not started yet, even in college macroeconomics is not as fun as games (Physics and Math on the other hand)



------------------
Jon Miller
Jon Miller is offline  
Old May 24, 1999, 21:23   #18
redleg
Warlord
 
Local Time: 08:17
Local Date: October 31, 2010
Join Date: Mar 1999
Location: Smith, KS USA
Posts: 247
what about units perfoming coup de ta? I posted this in the other list.
Units could have a loyalty factor, and more advanced governments lessen the probability of a unit attempting a coup de ta.
Anyone think this would be good?

------------------
Redleg

Small minds talk about people, Average minds talk about events, Great minds talk about ideas.
redleg is offline  
Old May 25, 1999, 07:51   #19
NotLikeTea
Warlord
 
Local Time: 08:17
Local Date: October 31, 2010
Join Date: Apr 1999
Location: HRM, NS, Canada
Posts: 262
*ahem*

"Coup d'etat" with a little / over the e.

Sorry.. this bugs me after 6 years of french immersion. At least you got the Coup bit right (I've seen Koo De Ta before...)
NotLikeTea is offline  
Old May 25, 1999, 08:44   #20
Sieve Too
Prince
 
Local Time: 08:17
Local Date: October 31, 2010
Join Date: Dec 1969
Location: New Hampshire, USA
Posts: 917
The Coup factor would be a great idea in another way. It would take away the advantage of the early warmonger. Right now, CivII is easily beat by cranking out hordes of vet Knights or Crusaders and smashing your enemies early. In reality, a civ should pay a penalty when its armies get too big in proportion to its size. The Greeks after Alexander and the Romans had all sorts of problems with rogue generals either attacking the capital (in game terms they could turn into barbarians) or splitting the empire.
Sieve Too is offline  
Old May 25, 1999, 13:02   #21
delcuze2
Settler
 
Local Time: 08:17
Local Date: October 31, 2010
Join Date: May 1999
Location: Fairfax,VA USA
Posts: 12
How would the Sub Combat Game Work?
===================================

* Leader Units - Leaders could be made less abstract and more personable by assuming they are the current generation member of a ongoing family. Leaders/families could act as in MOO, having morale, speed, and strength effects.

* Armies - Stacks of units are treated in combat as a single army. All units in a single stack are deployed in the tactical game. Each unit will be deployed and moved seperately in the tactical battle.

* Terrain - the square/hex where the defender was on the strategic map should determine the terrain set used in the tactical game. Some option to design and assign specific tactical terrain sets to specific hexs on the strategic map would make for great historical play, but might be too complex... This could make town attacking very interesting!

* Combat - Something like we find in Heroes of Might and Magic? Each unit moves in initiative order and attacks during its move. Ranged attacks, special abilities (from tech tree of course) make for interesting and changing battle tactics.


delcuze2 is offline  
Old May 25, 1999, 13:11   #22
delcuze2
Settler
 
Local Time: 08:17
Local Date: October 31, 2010
Join Date: May 1999
Location: Fairfax,VA USA
Posts: 12
How would this work in Multi Player mode?
===================================

First, not everyone will want to play the military sub games I mentioned above, so some sort of strategic level resolution option has to included.

I think a system with tactical options picked by each player in a hidden and simultaneous manner (as mentioned above) would solve this issue.

The idea was that each player had certain battle options (Attack left, Attack Middle, Attack Right, Retreat, Stand, Defend Middle, Defend Right...)

As time goes on, technology provides you with more combat options. (Defend infantry and shoot with archers, "Hail Mary", Slash and Burn retreat, etc.)

delcuze2 is offline  
Old May 25, 1999, 16:51   #23
Mo
Warlord
 
Mo's Avatar
 
Local Time: 08:17
Local Date: October 31, 2010
Join Date: Apr 1999
Posts: 124
I think there shouldn't be a tactical sub game. It would make the games far to long.
Mo is offline  
Old May 25, 1999, 17:50   #24
Koyaanisqatsi
King
 
Koyaanisqatsi's Avatar
 
Local Time: 04:17
Local Date: October 31, 2010
Join Date: May 1999
Location: Robotropolis
Posts: 2,300
I agree, tactical combat would be too much for the Civ games. It worked in MoO and MoO2 because they were far less complex in terms of units and movement, but it would detract from the Civ model if it were included.
Koyaanisqatsi is offline  
Old May 26, 1999, 00:51   #25
delcuze2
Settler
 
Local Time: 08:17
Local Date: October 31, 2010
Join Date: May 1999
Location: Fairfax,VA USA
Posts: 12
Rather than make you all read one long post, I'll break this up into several small ones!

Why have a Tactical Combat sub-Game?
=====================================

1. Realism - as I noted before a tactical sub game helps resolve thetime scale issues of short intense conflicts vs long term civ development.

2. Game Involvement - Tactical battles with specific units and heroes (maybe called "Generals" here?) help you to identify with your armies and thier achievements more.

3. Unit Strategies - Many of the issues we have been debating about unit forces, tech levels, combined arms etc... can be resolved easier in a sub-game (i.e. not on the main map).
delcuze2 is offline  
Old May 26, 1999, 02:38   #26
feanor
Settler
 
Local Time: 08:17
Local Date: October 31, 2010
Join Date: Apr 1999
Location: Lafayette, IN U.S.A.
Posts: 5
In land combat, should we ignore some of the concepts from Blitzkrieg warfare like Over run, Break thorugh. Exploitation, Evelopement, and bridge head? ( For more explanation of these in Game terms, I suggest looking up on a board game called 'Advanced Third Reich'. ) Including some of these concepts may not be difficult, but would make players more conscious of strategy. I also believe that in end you need some troops on land, not helicopters but real infantry, to secure any ground. There is a famous saying in Army. 'In end, it is the dogs on land who plants our flags on top of the mountains.'

------------------
My wife likes Civillization


[This message has been edited by feanor (edited May 26, 1999).]
feanor is offline  
Old May 26, 1999, 09:28   #27
redleg
Warlord
 
Local Time: 08:17
Local Date: October 31, 2010
Join Date: Mar 1999
Location: Smith, KS USA
Posts: 247
I think these ideas SHOULD be factors, but very automated. In other words, the player can look to them in detail or in summary or not at all, but the factors are there none the less. A highly detailed player will be in heaven, and the quick player wont need to worry about it. The military advisor should point out EXTREME problems (i.e. "your highnes, the Third Infantry Division is planning a coup - maybe we can assign them to the balkans"). Pont them out and SUGGEST A CORRECTION. Harder on the progrmmers, but more fun to play? What do you think?


------------------
Redleg

Small minds talk about people, Average minds talk about events, Great minds talk about ideas.
redleg is offline  
Old May 26, 1999, 09:53   #28
NotLikeTea
Warlord
 
Local Time: 08:17
Local Date: October 31, 2010
Join Date: Apr 1999
Location: HRM, NS, Canada
Posts: 262
I, too, don't want to see a tactical game, for several reasons.

1) There can be dozens of battles per turn in a good war.. who want's to handle all of them?

2) A tactical game handled by a human would do better than an AI tactical game.. another advantage for the player

3) "One good game is better than two great games"

4) I'm no good at tactical games
NotLikeTea is offline  
Old May 26, 1999, 15:52   #29
delcuze2
Settler
 
Local Time: 08:17
Local Date: October 31, 2010
Join Date: May 1999
Location: Fairfax,VA USA
Posts: 12
Tactical Sub-Game Issues
========================

Here are the basic objections (so far). I'll try to deal with each.

--------------------
1) Takes too Long

This depends upon how you implement the strategic and tactical modes of the game.
In the current games of Civ II, SMAC, & CTP the tactical game is one-and-the-same as the strategic game and many factors of unrealism result (e.g. units that can move only "so far" in a whole year).

It is possible, practical, realistic and, most importantly, just as much fun to minimize the strategic movement of military units in periods of non-warfare and maximize the military maneuevers in tactical during periods of warfare.

The current batch of Civ games often has us moving dozens of units every turn from the mid-game on. While some of this has been made easier with unit automation, we spend WAY more time moving military units around than balancing economys, practicing politics, and setting social policy.


--------------------
2) Too Complex

It is all too true that a complex tactical sub game would not work.

The trick then is to keep the tactical game simple OR to move some of the complexity from the strategic game to the tactical game.

MOO, MOM, HoMM, and many other popular games are examples of how different play balances between the tactical and strategic can be achieved in grand scope games.

I don't think the question is one of complexity but of balance.

Depth and replayability are a result of well balanced and easily manageable complexity.

--------------------
3) Humans are better than AI

Well, that will always be true. Where the AI is best is in simple discrete systems. Where the AI is worst (translate: most difficult to program) is in complex integrated systems.

It should be EASIER to build a better AI by having a seperate tactical sub-game than not! There are less factors to take into account.

--------------------
4) One good game is better than two great games

Gosh, right now we have many games in one, neatly tied together:

Economic/City management
Trade
Diplomacy
Military/Combat
Technology
...etc.

The fun of civ type games has always been fundementally rooted in the creative integration of interesting sub-systems.

This issue strikes to the core of why we "always want to play one more turn". The answer is, because there is just one more battle/technology/city improvement/etc. I just gotta let my people have...

--------------------
5) I'm no good at tactical games

I don't have a clue how to answer this one...
delcuze2 is offline  
Old May 26, 1999, 16:34   #30
Goob
Warlord
 
Local Time: 08:17
Local Date: October 31, 2010
Join Date: Apr 1999
Location: Phoenix,AZ,US
Posts: 261
There is always the option of including the tactical battles in the game, and also a "Skip Tactical Battle" button for those that think it detracts from the game.

Goob
Goob is offline  
 

Bookmarks

Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 04:17.


Design by Vjacheslav Trushkin, color scheme by ColorizeIt!.
Powered by vBulletin® Version 3.8.2
Copyright ©2000 - 2010, Jelsoft Enterprises Ltd.
Apolyton Civilization Site | Copyright © The Apolyton Team