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TFC3H ARCHIVE
MILITARY: Military concepts
Eero End:
- Supporting military units - I think it should be more difficult in future
(feeding soldiers, ammo, fuel, etc). Perhaps within city radius its not
necessary but when units are out of it then yes. These supply caravans
should be relatively cheap to build and no cost to maintain, they will
"expire" after completing their mission. Also partisans need some
eguipment, so these caravans should be able to make paradrops. Or
delivered by cargo planes (enemy can shoot them down!).
Armies. It can be almost impossible to accomplish, but why not to create
some strategical "stacks" (creating unit called headquartes adding him
units - howitzers (they really should have "long range" firepower),
infantry, tanks, airplanes, engineers) and "give them goals" - beating
enemies army, city or whatever. Its far more convenient to run war with
one army than 30 - 50 different units, + supply.
Ziegfried / Maginot line. Engineers (military engineers! - for building
fortresses, border walls, land-air missile batteries, bunkers (military
unit = fortress + howitzer)) could build a REAL defence system along your
borderline. With bunkers, trenches and minefields. These lines with depth
2-6 (I beg for bigger maps!) squares would have defence bonus 300%
(or 200%). And they would be expensive! Like changing terrain. Also,
riflemen and other (in russian there is name "pehota" for ground troops
armored with gun and spade) infantry troops should also have same
abilty but with much lesser effect: like 100% addition to defence.
Tomek Piorkowski:
- More realistic bomber control. I had bombers in 1880, for example,
and the time is calculated in such a way that the bomber takes ONE year
to complete a bombing run!
- An option for 'patrol' for fighters. This will be similar to fortify
but in the surrounding area (equal to half the fighter's movement) you
will always know about enemy units (the fighter will do regular
reconnaisance) and will strafe all bombers that wander into the patrol
zone (this represents the fighter engaging the bombers).
- An option for retreating in combat.
Henrik Lindholm:
- Another thing which i think would be neat is the inclusion of leaders.
These would gain experience and lead armies more and more effectively.
They also could become obsolete with a change in tactics. Bribery and
assasination of these men should be possible.
Mike Liff:
- There should also be special units like in the scenerios for the civ2
scen pack. Like Genral Lee in the civil war, Alexander the great in some
other one, Stone Wall Jackson in the civil war and others.
- I think during battle there should be a even more complicated battle
plan. You could say watch and command certin movement and during plane
battles you could acully fly a plane in the battle.
- There should be differant kinds of naval units, land units, and air
units. There are new kinds of planes, There are differant kind of
aircraft carriers like the old ww2 carriers (which there are now subs
that are bigger than them) to the new super carriers that can carry up
to and over 6000 crew, docters, reporters and other perfesionals.
(Unknown author):
- Military: A tunnel\bridge builder of somekind. Everywere in the world
there are big tunnels\bridges cros the ocean. (the tunnel under the chanel)
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When you take over a city there should be two option. One: make the
city to a conquired minor (from empirers in arms, boardgame). It is what
civ2 does now, two: make a free state, it means that the city is a civ.
But the civ. is controled by you. The civ doesn´t have effect on your
own civ, economics etc.
Anssi Tillonen:
- When taking over enemy cities, you should have the opportunity not
just to plunder it but to destroy it completly.(How many are the cities
that are burned down in war.) The same goes for caravans vice versa.
Drew Stephens:
- Planes can't move very far. If I have railroads all over a large land mass,
I can move a unit anywhere in 1 turn. But it takes forever to move a plane
from one side of a continent to another. This doesn't seem right.
Patrick Shirley:
- Riflemen should be upgraded to Marines with Leanardo's as Riflemen are less modern.
Frank Pullen:
- Try using a transport jet, or also atolls (cities on water)
should be allowed you could have some unit that is equivelant to a settler,
but can move only in water.
Adam Gitner:
- As for units, what about desertion? If you order a phalanx to attack
armor, don't you think they'd run away. Also, where are all the soldiers
coming from? In the real world, they must be conscripted from the
population. Maybe if you have so many soldiers, the population will go down.
Sean M. Punch:
- New combat rules: Patrol routes. Patrolling your territory by hand is boring.
Yawn. Why not allow ships and aircraft to have established patrol routes that they
will automatically follow each turn? The computer can hide these unless the patrolling
unit spots an enemy unit, in which case the screen zooms to the unit and control of the
unit is returned to the player. (Those who've played Empire should know what I'm talking about!)
- New combat rules: Rational stacking rules. The way that all stacked units are
presently destroyed en masse if the defender loses is simply incorrect. A large number
of units should offer greater resistance to attack, not be more vulnerable. Real-life
armies mass troops to increase effectiveness! The present conditions pertaining to cities
and fortresses (units engaged and destroyed one at a time) should be the default situation
for all combat except missile attacks.
- New combat rules: Zero-risk attacks. Some types of attacks are "zero risk"
- the attacker may fail to destroy the target, but there is no real chance that the
defender will destroy the attacker. Cases in point: shore bombardment by ships, bombers
attacking units w/o anti-aircraft capabilities, artillery attacking infantry from behind
friendly lines. Instead, these attacks should simply either succeed or fail, and perhaps
weaken the target (like sabotage by a Spy unit) rather than destroy it.
Nathan Mc Coy:
- I once had one of fighters be destroyed by a pikeman. That really isn't
that realistic. There should be some sort of attribute for land only attack.
pcdoc88 (Unknown):
- I believe that their should be a bigger gap between propeller aircraft
to stealth fighters. To be more realistic, their has been almost a 100
years of motorized aviation history and there have been great changes in
aviation technology. There should be biplanes or jet planes added
before stealth fighters, in turn certain technologies should accompany
these units. This could help roundout those gaps in aviation.
Jason Atkinson:
- Let you be able to control the amount of aircraft you can carry in the
rules.txt like you can control the amount of land units you can carry.
I do not know if you can carry land and air units on the same ship, but you should.
Jason Atkinson:
- Air units can fly over units with no anti-air defense.
- Make "stealth" a special cabability that can be
given to any air units in the rules.txt; stealth can fly over all units, ingnores
SAM improvements, and is invisible except when attacking.
- Let Planes and Cruise Missles have the option to attack city
improvements or population in cities.
By D. Credé:
THE FIRST CIVILIZATION 3 HOMEPAGE
© 1996-8 by Dorian Credé
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