[Freeciv-Dev] Re: more complex unit and battle system
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>
> Freeciv already has anti-aircraft guns, as a city improvement. SMAC adds
> AAA (double defense vs. aircraft) as a unit property. And believe
> me, an AAA garrison unit in a city with an Aerospace Complex is *not*
> something you'll be wanting to attack with your 'jets....
striking flaks has never been something, what pilots would love to do ;). But I
think
one major change in freeciv rules would solve problem with ultra strong city
with
several flaks inside (as well as problem with how many units should be bombered
with
artillery and some other ones): ***we would allow only one unit on one
square***. I'm
expecting strong objections, but I think this system would be better - and more
realistic as well. In freeciv proportions, we are operating with divisions or
maybe
even bigger army groups. And you cannot have two armies on one place, one
square - you
can just concentrate them on next squares. There could be several problems with
this -
one problem is trafic jams on roads and railroads, but we could solve this
similar as
in Warlords 3. In W3, there can be only 9 units on one square at a time, but if
other
units are crossing the place, where these 9 units stand, they can just walk
through
them. But they can't stop and stay on that square.
Units in this kind of system should be probably quite more expensive, so there
would
be quite less of them on battlefield.
- [Freeciv-Dev] Re: more complex unit and battle system, (continued)
[Freeciv-Dev] Re: more complex unit and battle system, Greg Wooledge, 2000/08/28
- [Freeciv-Dev] Re: more complex unit and battle system,
peter jurcovic <=
[Freeciv-Dev] Re: more complex unit and battle system, Tony Stuckey, 2000/08/28
[Freeciv-Dev] Re: more complex unit and battle system, Jed Davis, 2000/08/28
[Freeciv-Dev] Re: more complex unit and battle system, Dalibor Perković, 2000/08/28
[Freeciv-Dev] Re: more complex unit and battle system, Dalibor Perković, 2000/08/28
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