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

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To: per@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: (PR#7281) Re: [Freeciv] D-day
From: "ue80@xxxxxxxxxxxxxxxxxxxxx" <ue80@xxxxxxxxxxxxxxxxxxxxx>
Date: Tue, 20 Jan 2004 11:15:33 -0800
Reply-to: rt@xxxxxxxxxxx

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

On Tue, Jan 20, 2004 at 10:24:54AM -0800, Per I. Mathisen wrote:
> 
> <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.

I like the idea from removing all MP from units which are landed.

Thomas
-- 
Thomas Strub  ***  eMail ue80@xxxxxxxxxxxxxxxxxxxxx
Reden ist Silber,
      Schweigen ist Gold!




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