[Freeciv] Re: Combat rules
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Gert Van den Eynde wrote:
> Is it possible to have "a lot - on -
> one" or "a lot - on - a lot" style
> of combat ?
Bobby Bryant
> I can't help wonder whether it was
> omitted from Civ I/II because it
> would introduce a problem with
> players quickly building a super- > army
I suspect it's also because of the tricky switch from turn-based to melee
combat. Many games "solve" this by having a succession of 1:1 combats that
aproximate melee (MoM, HoMM etc)
but the "real" melee solutions I've seen basically failed.
Civ also lacks the notion of grouping altogether as far as I know. So we'd
possibly have to introduce that (which I'd like anyway).
What might work is a modifier based on other units in the same square.
Especially for distance-based attacks. Having multiple units attack and defend
with the best value in the stack each round might do it.
so a city with a tank and two motorised inf would defend at 6, but when they
got their damage round it would be at 10 not 6. The attacker would presumably
use a howitzer plus mech inf for the same reason. Then next round the attack
would probably hit the second mech inf if the first was damaged.
Could lead to a use for those outdated defensive units - cannon fodder in
cities...
But I wonder if that might bias even more towards defense than the game is now?
moz
--
Moz & his Pocketmail g33kt0y
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