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Subject: [Freeciv-Dev] Re: more complex unit and battle system
From: "Marc Strous" <marc_strous@xxxxxxxxxxx>
Date: Mon, 28 Aug 2000 04:05:38 CEST

this is a response to Peter Jurcovic suggestions:

summary: some of them are really worthwhile but most are probably interesting to only part of the players, so i think should be optional

1.    Unit have experience points
i think the present system of "veteran" status is more suited to civ.
Compared to common war-simulation games, civ has a much longer turn length (i.e. years to decennia). So the people that make up the unit (let's say a legion) change every turn. So they don't have the hands-on battle experience. They just have the training passed on from their experienced predecessors (which upkeeps the veteran status). Furthermore, because the unit makeup of your empire changes every few rounds as new techs are discovered (except in the final part of the game), most units only engage in combat 2-5 times. I reckon the veteran status gives enough dissolving power to deal with this issue.

3.    In battle, it's not necessary to have one unit completely
destroyed
this would be implemented by giving defending units a chance of retreat

4.    Replacement and Elite replacement
Presently, veteran units remain veteran units when they are damaged and healed and i don't think this process costs. But what would the interesting consequence of changing this be for gameplay? In CTP you can decrease the upkeep of your units by lowering their maximum health, and this would have about the same effect (dedicating more or less of your production capacity to unit upkeep at moments of war or peace).


5.    Complex terrain advantages and disadvantages
this could be worthwhile.


6.    Defensive artillery and anti-aircrafts
this would be mainly to the advantage of attacking players, and would make warfare more dynamic. i would restrict it to very advanced units though

7.    Morale and suppression
is sort of present in the form of unhappiness to the people. what you are suggesting is that when you do something stupid (engaging into combat you can't win), your units will object by fighting bad. But if you do something stupid, you will lose the combat anyway, so what would be the difference? Furthermore, in civ you don't know what you are fighting against because you can't see all units in the stack, so you are punished for something you couldn't know

8.    Rugged defence
i didn't understand this one

9.    Zones of control
this is a major tactics thing about warfare in civ - getting hold of the right tiles, i think to change this would be to decrease the impact of proper tactics, which i think is undesirable (except perhaps for beginning players)

10.    Upgrading

In PG, in the beginning of every scenario you have the possibility to
upgrade your units, which costs you some prestige. I see absolutely no
reason why should we not implement it in freeciv. Naturely, freeciv has
much, much important "time aspect" and it would be quite strange to have
hyper-experienced armor units, which you would use from the utter
beginning as some phalanx ;). There have of course to be some
restrictions.
disband and use production so gained for new unit

11.    Number of unit types

is probably interesting to part of the civ-community, but i think it should be implemented as a modpack, because civ is not only about combat and this would shift the balance away from building a proper civilization, towards combat tactics.

12.    Units can be named

interesting. but there are many units, and personnally i already have trouble remembering city names.

marc
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