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  • { The List } Units

    Introduction
    This is meant as a discussion of two principal aspects of the game: what units should appear in the game, and the effects of the various unit attribute flags.

    Of secondary importance is finding a way to integrate unit statistics with whatever copmbat method is chosen; it is generally agreed that balancing stats will depend a lot on how combat (stacked vs 1:1 vs other) is implemented.

    Summary
    One recurring theme across the various lists for each generation of civ was for a unit workshop, similar to smac. I believe this would be bad for civ. While it could reflect the historical rang eof units if constrained with a uitably detailed complex ruleset, this rulset would be unreasonably complex for a game, forcing an extra level of management. In addition, it would make it extremely hard to mod the graphics, and all but impossible to create mods with fantasy units.

    Most people agree that civ3 had far too few units in the game. The big jumps in the capabilities at each critical tech gave an overwhelming advantage to teh tech leader, as well as giving a somewhat disjointed view of history.

    With assymetric units, there is clearly a strong desire for these functions to be implemented. The main debate is on whether or not units are the best means of implementing these functions. This a decision that should be made on a group by group basis. There is very little desire for religious units or lawyers, but worker functions are evenly split on whether units are the best method to put them in the game.

    Related Threads

    http://apolyton.net/forums/showthrea...hreadid=108092 Civ 4 idea: Armies instead of units
    http://apolyton.net/forums/showthrea...hreadid=103349 Stacked vs Single Unit Combat - The Battle Continues
    http://apolyton.net/forums/showthrea...hreadid=120551 Some sort of unit design allowed?
    http://apolyton.net/forums/showthrea...hreadid=103717 Civ4 Units

    Table of Contents
    1.0 Unit Flags
    2.0 Miscellaneous Thoughts
    2.1 Unique Units for different civs
    2.2 Stacked movement and combat
    2.3 Require buildings to make units
    2.4 either/or unit
    2.5 Flavour units
    2.6 No Cruise Missiles
    2.7 Mobility for special forces and spies
    2.8 Unit strengths/weaknesses
    2.9 Sea Combat and Transport
    2.10 Loyalty
    3.0 (placeholder for Elias' notes)
    4.0 (placeholder for list of unit abilities and flags)
    5.0 Units
    5.1 Foot Units
    5.1.1 Offensive Infantry
    5.1.2 Defensive Infantry
    5.1.3 Primitive Missile Infantry
    5.1.4 Advanced Missile Infantry
    5.1.5 Aquatic Infantry
    5.1.6 Airbourne Infantry
    5.1.7 Other Specialist Combat Infantry
    5.1.8 Heavy Weapons Infantry
    5.2 Mounted and Seige Units
    5.2.1 Melee Cavalry
    5.2.2 Missile Cavalry
    5.2.3 Exotic Cavalry
    5.2.4 Mechanised
    5.2.5 Assault Vehicles
    5.2.6 Primitive Artillery & Seige
    5.2.7 Advanced Artillery & Seige
    5.2.8 AA guns
    5.3 Air Units
    5.3.1 Floating Units
    5.3.2 Fighters
    5.3.3 Bombers
    5.3.4 Missiles
    5.4 Sea Units
    5.4.1 Ancient Sea
    5.4.2 Medieval
    5.4.3 Age of Sail
    5.4.4 Age of Steam
    5.4.5 Age of Oil
    5.4.6 Age of Rocketry
    5.5 Assymetric Units
    5.5.1 Diplomacy
    5.5.2 Espionage and Dirty Tricks
    5.5.3 Trade
    5.5.4 Economic Warfare
    5.5.5 Slavery
    5.5.6 Religion
    5.5.7 Settlers & Workers

    5.9 Satellite units

    The Ideas
    Organized by: Lajzar

    2.1 Unique Units for different civs
    The first civ to discover a Unique Unit tech (like Iron Working) would have the option of activating that unique unit or not. If they did, then their one and only UU in the game would be Legion or what have you, and no other civ could claim it. If they decided not to take it, then the second civ to discover Iron Working would have the option and then the third Civ and so on, and Civ A could hold out for a UU further up the tech tree.
    --bisonbison

    2.2 Stacked movement and combat
    Many people want this

    2.3 Require buildings to make units
    Certain units should require a specific city improvement to be present before the unit can be built. This was first seen in Master of Magic.
    --me

    2.4 either/or unit
    Certain techs release 2 or more units, and the player chooses which unit is released when he receives the tech; he can never build the other unit. Possibilities are longbowyer/crossbowmen, ironclad/monitor, and forcing specialisation in a particular kind of spy unit. In some cases, a later tech might allow another unit from that grouping to be released.
    --me

    2.5 Flavour units
    Let different culture groups have functionally identical units that are different in appearance and name. So only Europeans build knights and crusaders, for example
    --Fosse

    The flavour units should have different abilities, names, and graphics.
    --Sandman

    In a unit workshop model, civ specific units could be implemented by giving civ-specific bonueses when certain broad classes of units are designed. Romans get a bonus with heavy infantry, US aircraft get range and attack bonuses, UK ships get speed and morale bonuses, Germans get morale and offensive bonuses for infantry, Mongols get such bonuses for cavary, Sioux get attack bonuses for light cav. and mounted archers so forth. This makes each civ's preferred method of combat slightly different.
    --GePap

    In a UW model, Instead of UUs one could have unique technology like Persian elephants, Polynesian navigation (imagine navigating from Hawaii to Tahiti without any conventional navigation tech), American supercarrier "chassis", etc.
    --Tall_Walt

    2.6 No Cruise Missiles
    Cruise missiles should not be a seperate buildable unit. Once researched, the cruise missile ability should simply be available to a selection of units. Possibly you should have to make a doctrinal choice in order to make full use of them.
    --[attribution lost]

    2.7 Mobility for special forces and spies
    It would be nice if spies and special forces units could travel in submarines.
    --Sandman

    Spies should also have the airdrop order once the appropriate tech is researched.
    --me

    2.8 Unit strengths/weaknesses
    In Civ2, pikemen were twice as powerfull against mounted units as other unit. This was removed in Civ3, for no good reason. I believe the idea is sound enough, but I also believe it could be refined further. If some of you have played Panzer General series by SSI, you might know what I mean. Example, you don't roll to cities with tanks, if you're smart, infantry is more effective. AT unit is effective in defence against tanks, but not very effective in offence.
    --Tattila the Hun

    SMAC also had some of this implemented, so fast units were more effective in open terrain, and infantry had a bonus against cities.
    -me

    2.9 Sea Combat and Transport
    If a "marine" unit attacks a ship, it should have a chance to capture it, if it first manages to defeat any transported infantry. Most age of sail ships should be able to carry a single "marines" unit.

    Different units take different amounts of transport spaces. "marines" take 1, regular infantry 2, cavalry 4, vehicles 4 or more. This allows for ships to have space for marines but not other units.
    --Tall Walt

    I like that, much better than one ship getting sunk with all units on board.
    --La Diva

    2.10 Loyalty
    Military units created in cities with foreign citizens might become of foreign nationality, and might not be as patriotic.
    --La Diva

    3.0 (placeholder for Elias' notes)

    4.0 (placeholder for list of unit abilities and flags)

    (insert list of units here)

    5.9 Satellite units
    Drop the apollo/reveal map wonder. Instead, have the following units:
    Spy Satellite - reveals map on a specified large area for 20-30 turns
    Research satellite - provides science points
    Commerce satellites - find special resources, more effiient special resources
    TV satellites - spread culture
    --Laszlo
    Last edited by lajzar; August 21, 2004, 20:39.
    The sons of the prophet were valiant and bold,
    And quite unaccustomed to fear,
    But the bravest of all is the one that I'm told,
    Is named Abdul Abulbul Amir

  • #2
    [reserved]
    Last edited by lajzar; August 21, 2004, 18:33.
    The sons of the prophet were valiant and bold,
    And quite unaccustomed to fear,
    But the bravest of all is the one that I'm told,
    Is named Abdul Abulbul Amir

    Comment


    • #3
      (I'm using this post as a notep[ad. Please don't consider this post to be a formal part of the list.)

      Various suggestions regarding armies, stacked movement, and stacked combat, will be presented here. First a recap of previous systems:

      Civ1, 2 - No stacked combat. Outside a fort tile improvement, the entire stack dies if the defending unit dies.

      Civ3 - No collateral damage from stacked combat - defender only loses one unit at a time. Up to four units can be placed into a special army unit which effectively acts as a single extra tough unit. Armies, once built, are permanent formations.

      CTP1, CTP2 - Stacked combat up to a limit of 9 (12 in CTP2) in a graphical battleboard. No direct control in the battle itself (ie no tactical control). Armies and stacks are made on an ad hoc basis.

      MoM - As CTP, except stack limit is 9 and direct tactical control is possible.

      AoW - Stacks of up to 8 per tile; this represents a limit on movement as well as combat. Combat takes place by combining forces from all adjacent hexes. Tactical combat minigame can be used for direct control of units.

      A related issue with stacked combat is stacked movement - how many units can occupy the same tile at a time? If the tile is "full", can other units pass through the tile in their movement, or must they move around that tile?



      One big argument in favour of non-stacked combat is to distinguish Civ from CTP.

      Stacked combat encourages combined arms, instead of building the single unit optimised for attack and the single unit optmised for defence.

      Stacked combat encourages convoy movement rather than sending units to the front in drips and drabs along a long supply line. This is more realistic in areas where the supply line could be intercepted, and does no harm in other areas.

      Some people want it broadly similar to civ3, with more emphasis on armies. Overall, the preference is for stacked combat; the main issue is in how it should be implemented.

      Most people generally do not want direct control over the units themselves in tactical combat.

      ZoC rules seem to be intrinsically related to how and whether armies are implemented.

      Alternate Model
      Certain units, when augmented with each other, such as Infantry and Armor, gain bonuses relative to their basic composition in the force since they historically work well combined.... Forces that do not historically go together *IE cavalry and tanks- will suffer penalties from the difficulties issuing forth from combined forces tactical difficulties.
      --Darkcloud
      Last edited by lajzar; August 21, 2004, 18:33.
      The sons of the prophet were valiant and bold,
      And quite unaccustomed to fear,
      But the bravest of all is the one that I'm told,
      Is named Abdul Abulbul Amir

      Comment


      • #4
        First up, the big list of different units that have been seen/proposed. How many and whether these all get used will obviously depend a lot on the actual combat model used. For some modern units, I have designated them with their conventional modern acronyms. I think this gives a modern flavour of its own.

        *these units are culture-specific units
        **these units are SF or alternate technology units
        ***these units are government-specific units

        5.1 LAND UNITS

        5.1.1 Offensive Infantry
        Warrior
        Swordsmen
        Foot Knights (aka medieval infantry)
        *Legion (Romans)
        *Samurai (Japan)

        5.1.2 Defensive Infantry
        Spearmen (aka phalanx from civ2)
        Pikemen

        5.1.3 Primitive Missile Infantry
        Slingers
        Archers
        Crossbowmen
        *Longbowmen (aka longbowyers) (English, Japanese)

        5.1.4 Advanced Missile Infantry
        Arquebusiers (a very early musket)
        Musketeers (aka musket men)
        *Minutemen (America)
        Riflemen (1880s)
        ***Fanatic (fundamentalism)
        Machine Gunners (ww2)
        ***Stormtrooper (fascism)
        Infantry (modern)

        Minutemen
        Essentially, Minutemen (1770s) were a local militia, kind of a local Conscription, to put it in Civ terms. They used a long hunting musket that was more accurate, deadly, and longer ranged than military muskets. Also, rather than standing in formation, they fired from cover. In ADM terms, I'd say lower attack, higher defense (perhaps with an exceptional retreat ability), and lower movement.
        --Tall_Walt

        5.1.5 Aquatic Infantry
        Raiders
        *Berserker (viking)
        Corsairs (musketeer contemporary)
        Marines (ww2)

        Suggestions for the "marine" special ability include:
        - More flexibility for where they can unload (normal units only unload into friendly cities, or only from special "shallows" sea tiles)
        - Chance to capture ships when attacking
        - Bonus when attacking land-sea, or between coastal tiles.

        Berserker
        I would just say "Viking". A Berserker is something individual, not to do with sea warfare.
        --Tall_Walt

        Corsair
        A corsair is just a pirate. A musketeer contemporary would be Marines, mostly the British Royal Marines but also the early US Marines, such as in Tripoli. They can only land on beaches. A unit of Marines was carried aboard all Age of Sail warships.
        --Tall_Walt

        We have to call it *something*, and "marine" is too closely aligned with the modern concept to be usefully applied to a musketeer contemporary unit. Similarly, "Viking" is already taken as the civ name (in certain contexts) to be used for a civ-specific unique unit.
        --me

        5.1.6 Airbourne Infantry
        Paratroopers
        Air Cavalry
        **Rocket Ranger (tesla-tech)
        **Space Marines

        Paratroopers
        ww2 Infantry equipped with parachutes. Can airdrop out of a city. Should not be able to instantly airdrop directl;y into a city, as this made rushed assaults way too easy (and parachuting into a dense urban area of skyscrapers en masse strains my disbelief suspenders)

        Air Cavalry
        Modern Infantry supported by transport helicopters. Can airdrop into or out of a city. For game balance, the same restriction on hostile city drops should probably apply.

        Rocket Rangers
        Soldiers with backpack rocket jets. Pure science fantasy out of the mind of Tesla and 1930s pulp literature.

        Space marines
        Should have very long range airdrop ability, and "marine" ability, along with very good stats for infantry.


        5.1.7 Other Specialist Combat Infantry
        Alpine Troops
        Jungle Troops
        Desert Troops
        (insert terrain here) Troops
        Special Forces (ie SAS etc)

        (terrain) troops
        ...are just cutting things too fine. It would be good if we were just simulating WWII, but it's too much detail for Civ, IMO.
        --Tall_Walt

        This unit flag would still be useful for certain unique units, and should at least be kept in the code for scenario designers.
        --me

        Special forces
        The question is what do they do? Maybe they can attack their choice of a unit in a stack, but they're pretty weak (because they're a small unit). Another possibility is that they add combat power without adding to stacking limits. Maybe ADM 1/1/2 invisible until they attack; maybe anonymous unless defeated.
        --tall_Walt

        I was thinking they should have one or more of marine, airdrop, and hidden nationality flags.
        --me

        5.1.8 Heavy Weapons Infantry
        Flamethrower
        Bazooka Infantry (ie TOW infantry)
        RPG Infantry (Rocket Propelled Grenade)
        TOW Infantry

        There probably isn't enough room in the timeline to allow for all of these. If only oneof these is kept, I'd prefer bazooka - the word sounds like what it does

        5.2 MOUNTED UNITS

        5.2.1 Melee Cavalry
        Horsemen (aka hobilars)
        Lancers
        Knights
        ***Crusaders (theocracy)
        *Chevaliers (France)

        The original hobilars from earliest times fought on foot; the horses were used solely as transports. Horsemen shouldn't fight any better than warriors, but lancers should be quite an early step.

        5.2.2 Missile Cavalry
        Horse Archers
        Dragoons
        Cavalry
        *Keshik (Mongols)
        *Cossack (Russia)

        5.2.3 Exotic Cavalry
        Cameleers (aka camel riders)
        *War Elephants (carthage, indians)

        5.2.4 Mechanised
        Mech Infantry
        APC (aka armoured patrol car)

        It has been suggested elsehere that these be "land transport" units. However, I think this would be a bad implementation, as most APC units have a infantry squad permanently assigned.

        5.2.5 Assault Vehicles
        Chariot
        War Chariot
        **Steam Tank
        Tankette (ww1)
        Tank (ww2)
        *Panzer (germany)
        MBT (aka main battle tank)
        **Plasma Tank
        **Fusion Tank

        The common point here is heavily armed, armoured, and fast (or some reasonable compromise of the three) vehicles that operate in direct contact with the ground.

        The very earliest tanks (from ww1) were conceived not as fast assault platforms, but as mobile pillboxes for infantry support. Their inability to cross any but the most trivial battlefield obstacles prevented widespread ww1 use.




        5.2.6 Primitive Artillery & Seige
        Ballista
        Catapult
        Trebuchet
        Seige Tower

        5.2.7 Advanced Artillery & Seige
        Bombard
        Cannon
        Artillery (1880s)
        Howitzer (ww2)
        SPG (aka self-propelled gun)

        5.2.8 AA guns
        Flak Gun
        Rocket Tank
        **War Walker

        I can't help feeling that the AA gun city improvement from civ2 should be dropped entirely in favour of these units.

        5.3 AIR UNITS

        5.3.1 Floating Units
        **Balloon
        **Dirigible (aka zepellin)
        Helicopter (combat/gunship versions)
        **Hover Tank (not air cushion - that would be horribly vulnerable; some SF tech here)
        **Grav Tank

        The common point with these units is that they do not need contact with the ground, and can operate over the sea without difficulty. From dirigibles upwards (ie once armed) they can also act as close air support.

        It has been suggested elsehere that transport helicopters be "air transport" units. However, I think this would be a bad implementation, as most such units have a infantry squad permanently assigned as air cavalry.

        5.3.2 Fighters
        Biplane
        Fighter (aka Interceptor)
        Jet Fighter
        Stealth Fighter
        **Cloaked Fighter

        I envision fighters as being a combination of close air support unit and air-air combat unit. They should "auto-bombard" against incoming bombers (aa guns should have the same ability).

        There should be a means of having a fighter escort bombers when a bombing mission is performed. This could be implemented using an extension of the ad hoc stacked movement proposals for ground units.

        5.3.3 Bombers
        Bomber
        Heavy Bomber
        Stealth Bomber
        **Cloaked Bomber

        These should be implemented as bombard units with a very large bombard radius. Some of the very advanced land and sea bombard units should also have larger bombard radii, though not as large as for air units.

        5.3.4 Missiles
        V2 Missile
        Cruise Missile
        ICBM

        The missiles model needs to be changed radically. Given their one-shot nature, the opportunity cost for building them is just too big.


        5.4 SEA UNITS

        I have divided the sea units by historical era rather than by functionality. I think this presentation works better here. Units noted as transport below are *optimised* as transports, and can carry more than other units. Almost all wooden ships can carry a complement of infantry.

        Ship to ship combat shoudl be changed. the normal attack command makes for an assault with an attempt to capture; troops carried can fight as part of an army stack. Thus modern ships will have very low attack factors. However, bombardment should evolve rapidly with modern tech, both in power and in range. Conversely, almost all ships from medieval times onward will have some bombard rating.

        5.4.1 Ancient Sea
        Sailboat (transport)
        Galley
        *trireme (greek)

        Sailboats are essentially optimised transports with many features of galleys. Because it lacks rowers (except for minimal steering), it will be slower, but the broader hull allows for more cargo.

        Galley can upgrade to longship, trireme, or fire galley.

        Sailboat can upgrade to caravel.

        5.4.2 Medieval
        Caravel (transport)
        Galleas
        *longship (Scandinavia)
        *fire galley (byzantine)

        5.4.3 Age of Sail
        Galleon (transport)
        Man o War (pl: men o war)
        Frigate (aka ship o the line)
        *bao chuan (China)
        *ko bok sun (Korea turtle ship)

        Galleon can upgrade to man o war. Man o war can upgrade to galleon. This represents the refitting cost. Either can upgrade to bao chuan.

        Can someone confirm the native names for the turtle ship and treasure ship?

        5.4.4 Age of Steam
        Clipper (transport)
        Dreadnought
        Ironclad
        *Monitor (america)

        Dreadnought can upgrade to battleship. It represents an early battleship with steam power rather than oil power. The earliest example was HMS Dreadnought in 1906.

        Coal-fired ships should have an endurance attribute (perhaps 20 turns). Once they run out of fuel, either their movement should be minimal, or they should be destroyed. On the other hand, they are not limited to staying near land at all. Note that although the clkipper appeared contemporary to steam ships, it is a sail ship not steam, and should not have an endurance limit.

        5.4.5 Age of Oil
        Transport (transport)
        Battleship (BB)
        Cruiser (CA)
        Destroyer (DD)
        Carrier (CV)
        Submarine (SS)
        *U-Boat (Germany)

        From modern transports onwards, the restriction on non-marines disembarking only into friendly cities should be lifted. This should be a flag attached to the sea unit ("has landing boats").

        Cruiser can upgrade to aegis cruiser. Destroyer can upgrade to missile destroyer. This represents the addition of cruise missiles.

        Submarine can upgrade to U-boat.

        5.4.6 Age of Rocketry
        Heavy Carrier (CVN)
        Aegis Cruiser (CG)
        Missile Destroyer (DDG)
        Nuclear Submarine (SSN)

        There is a case for making the CVN an american unique unit, but this probably gives a dangerously unbalancing advantage this late in the game.

        5.5 ASSYMETRIC UNITS

        Some of these are very questionable, and there seems to be a huge split in the community as to whether these are wanted in the game.

        5.5.1 Diplomacy
        Explorer
        Diplomat
        ***Noble (monarchy, feudalism)
        **Empath Diplomat

        It is unclear what the difference would be between these units. Having a diplomat unit required for every time you initiate diplomatic discussions would be too micromanagement.

        Possible mission functions:
        -Establish embassy
        -Restore embassy (after a war/diplomatic spat)
        -View city

        5.5.2 Espionage and Dirty Tricks
        Spy
        Terrorist
        Assassin
        Saboteur
        *Ninja (japan)
        **Cyber Ninja
        ***Eco-Terrorist (ecotopia)

        There shouldn't be a clear progression for these units; each should generally have unique abilities, or at least a uique combination of abilities.

        5.5.3 Trade
        Caravan
        Freight

        5.5.4 Economic Warfare
        Corporate Branch
        Lawyer
        **Sub-Neural Advert

        5.5.5 Slavery
        Slaver

        5.5.6 Religion
        ***Missionary (theocracy)
        ***Televangelist (fundamentalism)

        5.5.7 Settlers & Workers
        Nomad
        Settler
        Civil Engineer
        **Aquatic Engineer
        **Space Engineer
        Sapper
        Combat Engineer

        Let's just say there is an ongoing debate on whether workers are best implemented as units or as public works.

        Sappers are early combat engineers who can destroy city walls and fortifications with (relative) ease. Combat engineers also have teh ability to lay road quickly or act as a roaded tile for all units entering their current tile (choose one).
        Last edited by lajzar; August 21, 2004, 18:29.
        The sons of the prophet were valiant and bold,
        And quite unaccustomed to fear,
        But the bravest of all is the one that I'm told,
        Is named Abdul Abulbul Amir

        Comment


        • #5
          Some units I'd like added:

          1) Musket Infantry (a late medieval upgrade to the Med Inf)

          2) Gunship (kind of like the Civ2 helicopter)

          3) Dragoon. An intermediate mounted unit between Knight -> Cavalry

          4) Biplane fighter

          5) Tactical Bombers. There should be a Typhoon/Stuka-like WW2-era tac bomber with a modern counterpart like the Tornado or F-111.

          5) change the Rocket Artillery for a Self-Propelled Artillery like the M109 Paladin.
          A true ally stabs you in the front.

          Secretary General of the U.N. & IV Emperor of the Glory of War PTWDG | VIII Consul of Apolyton PTW ISDG | GoWman in Stormia CIVDG | Lurker Troll Extraordinaire C3C ISDG Final | V Gran Huevote Team Latin Lover | Webmaster Master Zen Online | CivELO (3°)

          Comment


          • #6
            Please add units to fill in the gaps between the current ones. Every tech that has a military unit is crucial because it puts you way ahead of everybody that doesn't have it. If they are only one tech behind, you shouldn't be able to trounce them so handily.

            There is just too much difference between knights and cavalry, and cavalry and tank. There should be more intermediate steps. That way the game isn't lost for civs who are only one or two techs behind in terms of units. You can match slightly inferior troops against the most modern in the game and not be as out-gunned as, for example, knights vs horsemen.

            Also, having smaller grades between units means that you might actually want to think about upgrades, instead of now when upgrading is almost a no-brainer.


            In addition to that (every thread about units must have a mention ) STACKED MOVEMENT AND COMBAT. Please?

            Comment


            • #7
              Slightly more on-topic:

              Flavor units. Let different culture groups have functionally identical units that are different in appearance and name. So only Europeans build knights and crusaders, for example.

              Comment


              • #8
                great work Lajzar! Thanks for taking on this responsibility!

                -DC
                -->Visit CGN!
                -->"Production! More Production! Production creates Wealth! Production creates more Jobs!"-Wendell Willkie -1944

                Comment


                • #9
                  Stuff about Stealth not working is rather pointless, given the success it's had so far.

                  I think there needs to be a greater offensive role for foot units.

                  Comment


                  • #10
                    Damn, I had a great rebuttal, which got lost in a server overload.

                    Basically, strealth works by redirecting the angle at which the radar gets reflected. So as long as you are expecting teh hostile radar to be at a certain angle (ie below you), it works great. This implies level flight, which is suited to the bombing mission profile. Fighters, with a need to maneouver, can't get that benefit.

                    Mobile phone networks can detect the holes in the radar field caused by the reflections off a stealth plane. Essentially, the stealth craft creates a blank patch in a field where the telephone net is expecting white noise. This again allows detection. So far, stealth bombers have not been used in such areas.
                    The sons of the prophet were valiant and bold,
                    And quite unaccustomed to fear,
                    But the bravest of all is the one that I'm told,
                    Is named Abdul Abulbul Amir

                    Comment


                    • #11
                      Originally posted by lajzar
                      Basically, strealth works by redirecting the angle at which the radar gets reflected. So as long as you are expecting teh hostile radar to be at a certain angle (ie below you), it works great. This implies level flight, which is suited to the bombing mission profile. Fighters, with a need to maneouver, can't get that benefit.
                      Stealth technology uses both absorbtion of the radar and deflecting it to non-origin angles. Stealth fighters are quite possible because again stealth is angled so radar from any direction is reflected to a *different* direction. Well, they also use tech to dampen the heat they give off.

                      Now, it is true that when taking evasive movements there will be some moments when it is vulnerable to rader (e.g. when the plane's top or bottom is nearly directly "above"/"below" the rader), but otherwise it will have very good stealth. Also, the latest ones can even fire missles with only a second or so when they are slightly more vulnerable to detection.

                      Furthermore, since Stealth Fighters actually exist, I think that is further evidence they are possible. Now, it is hard to make a stealth plane as manueverable as a non-stealth one, because straight edges are as aerodynamic. Stealth gives a very large tactical advantage though, so it is worth it.

                      Originally posted by lajzar Mobile phone networks can detect the holes in the radar field caused by the reflections off a stealth plane. Essentially, the stealth craft creates a blank patch in a field where the telephone net is expecting white noise. This again allows detection. So far, stealth bombers have not been used in such areas.
                      So far, such detection is *only* theoretical. It would require a fairly extensive amount of processing power and the develpment of mathematical techniques to be created. An actual system doesn't currently exist. It merely will, in time (easily a possible near future tech). Currently there isn't a good idea on how to handle this when it happens. Naturally there will have to be a fairly extensive stealth line and stealth detection would have to come late and only work when you have the necessary improvements near you (or perhaps an expensive military unit). Otherwise stealth would be fairly useless.

                      Stealth should therefore probably give a defense and attack bonus, which is eliminated when you have stealth detectors (or the stealth detectors give your units bonuses against stealth planes--this is probably easier to handle). There should be late planes that compensate for this, and have as good or better defensive and offensive characteristics. Of course, such non-stealth varients would be easy to spot.

                      -Drachasor
                      Last edited by Drachasor; July 17, 2004, 00:00.
                      "If there's a child on the south side of Chicago who can't read, that matters to me, even if it's not my child. If there's a senior citizen somewhere who can't pay for her prescription and has to choose between medicine and the rent, that makes my life poorer, even if it's not my grandmother. If there's an Arab American family being rounded up without benefit of an attorney or due process, that threatens my civil liberties. It's that fundamental belief -- I am my brother's keeper, I am my sister's keeper -- that makes this country work." - Barack Obama

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                      • #12
                        Flavor Units For Each Unit Advance For Each Civ:

                        Being this is the latest and greatest Civ game why not bite the bullet and allow for unique units for each Civ for each advance, like this:

                        Jet Engine:

                        British: Meteor
                        Americans: P-80 Shooting Star
                        Germans: Me-262

                        Ironclad Ships:

                        Americans: USS Monitor
                        Confederates: CSS Virginia

                        etc, etc.

                        Single unique units are nice, but why not explore the full extent of each Civs major units throughout history, instead of allowing just one per Civ. I would love to play a game where Medieval Japan first has Samurai then later in the game can build the Zero prop fighter or the Yamamoto battleship.

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                        • #13
                          I like points 1, 3, and 4 in the first post.

                          I want caravans. Sometimes in Civ2 they were the only thing fun going on. I don't want lawyer units, and I'm not completely sure about missionaries. Ninjas would be good. What would a Noble unit do? I am in favor of Dirigibles. Alpine/ Jungle/ Desert troops sound good.

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                          • #14
                            Religion is a must in Civ4, but I don't like the idea of an own missionary unit... Better to do it in another way. I'd like a kind of unit workshop as in SMAC, but of course done in a better way, and suited for a regular civ game. Less options to make it easier to manage(later game SMAC I just ignored the whole function), and more like "more defence"/faster etc.
                            Do not fear, for I am with you; Do not anxiously look about you, for I am your God.-Isaiah 41:10
                            I praise you because I am fearfully and wonderfully made - Psalms 139.14a
                            Also active on WePlayCiv.

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                            • #15
                              Civ 2 had the mountain troops (term? you know "treat every terrain as road"). I'd also like special winter troops for cold terrain.

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