Complete.Org: Mailing Lists: Archives: freeciv-dev: January 2004:
[Freeciv-Dev] (PR#7281) Re: [Freeciv] D-day
Home

[Freeciv-Dev] (PR#7281) Re: [Freeciv] D-day

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: undisclosed-recipients: ;
Subject: [Freeciv-Dev] (PR#7281) Re: [Freeciv] D-day
From: "Per I. Mathisen" <per@xxxxxxxxxxx>
Date: Tue, 20 Jan 2004 10:24:54 -0800
Reply-to: rt@xxxxxxxxxxx

<URL: http://rt.freeciv.org/Ticket/Display.html?id=7281 >

On Tue, 20 Jan 2004, [ISO-8859-2] Lakatos Zoltán wrote:
> These civ maps (especiall gen 2) have=20
>  extremely long coastline. It is nearly =20
> impossible to defend it against stronger =20
> naval units.=20
> =20
> Some unit have two or more steps, they can=20
>  easily occupy the from ship bombarded cities.=20
> =20
> To give more chance to land units i suggest =20
> to decrease the movement of disembarked units.=20
> Like the coast would be a hill.=20
> See examples in Panzer G. (there crossing a =20
> river also decreases movement points)=20

Losing movement points (all or some) when moving ashore is very common in
wargames. I think it makes great sense, and also makes it easier to defend
cities by clever management of fewer units instead of defenders in every
city.

Sent to RT.

  - Per





[Prev in Thread] Current Thread [Next in Thread]
  • [Freeciv-Dev] (PR#7281) Re: [Freeciv] D-day, Per I. Mathisen <=