Announcement

Collapse
No announcement yet.

CIV shouldn't have Siege Units

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • CIV shouldn't have Siege Units

    There I said it. I feel better now.

    Feel free to flame away, but please give me a read first, on the off chance I'm on to something. Most of my ideas aren't original, but I don't think they've been put together this way before--at least I haven't seen it.

    Plenty of people didn't like CivIII artillery because of how uber artillery Stacks o' Doom were. Nevertheless, the AI didn't use 'em that way, and I thought it was cheese to do so, so I was fine with it. Indirect fire units, capturable if unescorted, I was down with it. But--water under the bridge.

    Now, plenty of people don’t like CIV artillery because, frankly they don't make a lick of sense. They’re direct fire units, capable of independently destroying and capturing, suiciding to inflict collateral damage(the exact opposite of why artillery is useful IRL) almost every concept that defines them is flawed. A total mess. People rationalize it a million different ways, the best being that they represent ammunition not guns, but come on. It’s a picture and descriptive text of a catapult or a gun, not an ammo truck or a wagon of rocks.

    Now I know I said I welcomed flames, but I won’t accept the “gameplay trumps realism” so-called argument. CIV does require a level of “realism”. It’s the English, not National Group Alpha, they’re Archers not Defensive Unit A, and so on and so forth. This game simulates real life concepts at a certain level of abstraction. Yes, there has to be gameplay or there’s no point, but it’s equally important that each gameplay feature function at essentially the same level of abstraction. We expect a gold resource to give some sort of financial bonus. We expect Legionnaires to be stronger than Warriors. We expect this because it’s realistic, not totally so—it is abstracted—but everything functions in a way related to reality. It’s at this basic level where CIV artillery fails, not at an “OMG that German Armored Division order-of-battle is totally f’ed up” grognard level.

    One example because this is already too long: The idea that catapults, Napoleonic cannon and modern artillery are all the same class of unit; and that that class is “Siege Unit” is wack. It’d be like saying Helicopters or just really cool and fast ground units and they can’t cross water—oh, never mind. Point is, field artillery is different. Different enough that if it if your abstraction level is low enough to model an independent, indirect fire siege unit like a catapult there needs to be a mechanism for indirect fire in the field as well.

    So why is the solution no artillery units at all rather than more and varied ones? Because at the level of abstracted reality CIV operates at, there’s no such thing as an indirect-fire “unit”. As a rule there weren’t roving bands of catapults independently pillaging medieval Europe, any catapults were attached to invading armies. Same with other indirect fire units throughout history as well. They were/are generally support units attached to other “units” to enhance their combat power or provide completely new capability. I’m sure someone can supply counter-examples, but total realism is not the goal, just appropriate abstraction, and I think that’s the right general description. Now, if only CIV had a gameplay mechanism to enhance base units with additional capabilities…We could call it Promotions or something… Hey!

    Now, if you wanted to abstractly represent battering down walls with catapults we could create a Promotion and call it something like “City Raider”. If we wanted to abstract field artillery hammering an enemy before it can shoot back, we could create one called—wait for it—“First Strike”.

    Obviously, some tweaking is necessary; they/we can’t just use the current promotions. Nevertheless, I really think that the promotion system is the right level to put what are currently called “Siege Units”. In my opinion, they’re not independent units at all and should be considered potential enhancements to other actual units that we can deploy.

    Flame on.


    Mr. Lucky
    Suspect innovation. Shun novelty.

  • #2
    You know, you have a point. And it has always bothered me that in order to have any successful military campaign, I need to build siege units or I'll be mercilessly slaughtered by the defender's 3 obsolete units.

    But I've always thought that Civ needs a more cohesive army function. In reality, civs don't usually send one or two units on suicide runs piecemeal every year. Instead, they build large armies and invade. And historically, most battles took place in the field, not in city sieges.

    What could encourage more "field battles?"
    The Apolytoner formerly known as Alexander01
    "God has given no greater spur to victory than contempt of death." - Hannibal Barca, c. 218 B.C.
    "We can legislate until doomsday but that will not make men righteous." - George Albert Smith, A.D. 1949
    The Kingdom of Jerusalem: Chronicles of the Golden Cross - a Crusader Kings After Action Report

    Comment


    • #3
      raging barbs....lol
      anti steam and proud of it

      CDO ....its OCD in alpha order like it should be

      Comment


      • #4
        Re: CIV shouldn't have Siege Units

        Originally posted by Mr. Lucky


        Now I know I said I welcomed flames, but I won’t accept the “gameplay trumps realism” so-called argument.
        A good plan, since that argument owns you.

        Comment


        • #5
          A good, coherent post m8...and a well thought out argument. I agree with you fully. Siege units in CivIV suck, and should be removed from the game.

          Asmodean
          Im not sure what Baruk Khazad is , but if they speak Judeo-Dwarvish, that would be "blessed are the dwarves" - lord of the mark

          Comment


          • #6
            Yes it would obviously be so much better for stacks to be uncounterable again.

            Comment


            • #7
              Quite simply the current combat mechanics require a counter to stacks. That means a method of inflicting collateral damage to wear the stack down to the point units can be picked off.

              Bombers work very nicely for this - the problem is how to do it pre-flight. That means some sort of artillery unit and there are two ways to do it, either the suicide option we currently have or giving siege units some kind of ranged (bombardment) attack against units in the field. I don't know if Firaxis considered the latter option but they chose the former and at this stage they aren't going to change something that fundamental in CivIV. Maybe Civ5 will be different but until then this is a dead issue - what we have is what we have to live with.
              Never give an AI an even break.

              Comment


              • #8
                Well, combat simply needs to be rebalanced.
                The Apolytoner formerly known as Alexander01
                "God has given no greater spur to victory than contempt of death." - Hannibal Barca, c. 218 B.C.
                "We can legislate until doomsday but that will not make men righteous." - George Albert Smith, A.D. 1949
                The Kingdom of Jerusalem: Chronicles of the Golden Cross - a Crusader Kings After Action Report

                Comment


                • #9
                  Well, it is kind of beating a deceased horse isn't it? I'll concede that. I just had to get it off my chest, because I find myself not playing CIV much, primarily because the screwy combat mechanics once siege units are heavily in play really breaks the immersion for me.

                  As for being "owned" by the "gameplay uber alles" argument—hardly. If the gameplay problem to be solved is stacks are too tough to beat, there are plenty of gameplay solutions. Creating suiciding artillery is far from the only one, and not even the easiest or most obvious one.

                  A hard cap on units in a single tile comes to mind. It could represent limits on how many troops can supported by pillaging/supply in a defined area.

                  Or a soft cap; units are reduced in power once certain unit thresholds are crossed. This could represent units being crowded and unable to fight at full effectiveness.

                  Or how 'bout creating a first level promotion giving collateral damage. Giving up another useful promotion to attach artillery to a unit and gain collateral damage could be fun.

                  These are off the top of my head, there must be many more ways to limit stack's of doom.

                  Saying it has be the way it is, and could only possibly be this way because of "gameplay" is not clever(or persuasive), no matter what smiley you put after it.

                  Mr. Lucky
                  Suspect innovation. Shun novelty.

                  Comment


                  • #10
                    Originally posted by Mr. Lucky
                    As for being "owned" by the "gameplay uber alles" argument—hardly. If the gameplay problem to be solved is stacks are too tough to beat, there are plenty of gameplay solutions. Creating suiciding artillery is far from the only one, and not even the easiest or most obvious one.

                    A hard cap on units in a single tile comes to mind. It could represent limits on how many troops can supported by pillaging/supply in a defined area.

                    Or a soft cap; units are reduced in power once certain unit thresholds are crossed. This could represent units being crowded and unable to fight at full effectiveness.

                    Or how 'bout creating a first level promotion giving collateral damage. Giving up another useful promotion to attach artillery to a unit and gain collateral damage could be fun.

                    These are off the top of my head, there must be many more ways to limit stack's of doom.

                    Saying it has be the way it is, and could only possibly be this way because of "gameplay" is not clever(or persuasive), no matter what smiley you put after it.

                    Mr. Lucky
                    Um, I (or anyone else) most definitely did not say that the current implementation is the only way of resolving the important gameplay dimensions being discussed - you would appear to attacking a strawman.

                    Let's recap: your OP made a predominantly realism based argument and then said "I won’t accept the gameplay trumps realism so-called argument", which I took issue with. Flippantly, because that's the level of response such a statement deserves.

                    Now if you want to elevate yourself and talk about ways to achieve a given gameplay goal whilst retaining consistency with the level of abstraction in the Civ4 model (and yes, with one eye on historical precedent) then I am all for that.

                    FWIW your first 2 suggestions are highly inelegant and should be discarded. The last one has some merit - if this is to turn into a useful discussion perhaps that would start with you fleshing your model for this idea out.

                    Comment


                    • #11
                      Spike, (MD or PhD?)

                      If you thought the OP was a predominately realism based argument, then I guess it wasn’t written clearly enough. It was intended to explain why indirect-fire units were abstracted improperly and put forth an idea of an appropriate abstraction level for them, consistent with the one used by of the rest of the game. If you give it another read, I bet you’ll find not a realism-based argument, but one based on finding an appropriate (and historically based) abstraction.

                      On the other hand, a one-line response using the word “owned” is impossible to read in a positive way. It’s just disrespectful, and yes, references a straw man position that a fair reading of the OP doesn’t support.

                      As for my ideas, as I said they were off the top of my head. Nevertheless, representing some sort of supply/logistics through unit caps is hardly inelegant. Logistics has proven to a critical factor throughout the history of warfare and representing it in some way would have to be considered a win for any game system. Saying that the land represented by a tile can only “feed” X units may not be perfect, but it might get the ball rolling.

                      I also know that there are some major modpacks that support “overcrowding” combat penalties; so that idea must be worth looking into as well.

                      That said, I think I do like a promotion approach. Providing units of the catapult era with a promotion that allows roughly what catapults do might be interesting. Should I train swordsman to be better against melee, or better against archers, or train them and supply them with a detachment of catapults? They wouldn’t be as effective straight up against “pure melee" swordsman—although they’d be close—but they would have a capability the “pure” ones didn’t. That’s an idea of the direction I’d love to see. I have the seeds of more ideas but this is long enough. Do you want to me to toss some more out or do you see where I’m headed?

                      By the way, you seemed to state that the current Siege Unit system exists primarily to “solve” SOD’s. Is that fair?

                      My position is that the solution implemented is severely flawed because the artillery abstraction is so broken as to be immersion-breaking. I take it you disagree.

                      And that’s fine, immersion-breaking is pretty subjective. But, I think I lot of people feel that way, and since I don’t have mad-mod-skillz or time, I like to bring it up now and again in the hopes someone will fix it for me. Dale’s combat mod, for example, goes a long way I think, but I haven’t tried it enough. Have you? What did you think?

                      Mr. Lucky
                      Suspect innovation. Shun novelty.

                      Comment


                      • #12
                        I agree with the current status of seige units in the game. It's one thing that bothers me about it. In the game, seige units are sent in first to do collateral damage, as if they were front-line troops. That's the absolute opposite of the way they are used in reality.

                        However I disagree that they need to be removed from the game and replaced with abstractions. By that logic, you could also replace archers, cavalry, and tanks, as they are also just supporting units for the main infantry in most instances.

                        I think Civ 3 had a good idea with artillery being used as indirect supporting units, but I think they changed it because of its unpopularity, and because of the overpowered artillery SODs. The problem with the Civ 3 system, IMO, was that it was difficult to counter a large enough stack. So you ended up with a bunch of immortal artillery that could never be touched.

                        Giving units the ability to defensively counter artillery bombardments would have been one way to make such stacks a little less over-powered by removing the immortality of artillery. Bombarding units would have a chance of taking damage, or of being killed, instead of knowing they couldn't be touched until the other player's turn.

                        I also like the soft cap idea for stacks. It makes SODs less desirable to use without eliminating them.
                        "Every time I have to make a tough decision, I ask myself, 'What would Tom Cruise do?' Then I jump up and down on the couch." - Neil Strauss

                        Comment


                        • #13
                          The problem with making collateral damage a promotion and removing siege is that cats have another role - reducing defensive bonuses. I suppose you'll want to make bombard a promotion too? Purely on gameplay terms that's weak - the balance switches in favour of defence too much because you have to split your forces between bombard and collateral, with far fewer city raiders.

                          The problem with caps is that they don't achieve much in the Civ4 model (there will just be several mini-stacks-of-doom) and even if they do it's just a clumsy solution to balancing the combat model - far better to set it up so that the attacker chooses to split their forces on strategic grounds - or not, as the case may be.

                          I do actually think the current implementaion of siege could use a few small tweaks, but the priority has to be to gameplay balance over individuals' perspectives on realism and abstraction, and on those grounds I have to dispute the suggestions so far.

                          And it's Ph.D.

                          Comment


                          • #14
                            Originally posted by Alexander01
                            Well, combat simply needs to be rebalanced.
                            the issue here is exactly that... BALANCE. they needed a unit to knock down walls/culture bonus, and to kill stacks... so they gave us catapults and cannons. for game BALANCE. realistic? maybie not. i actually like the promotion "siege" myself, but im just playing devils advocate...


                            piece
                            The Wizard of AAHZ

                            Comment


                            • #15
                              Originally posted by AAHZ


                              the issue here is exactly that... BALANCE. they needed a unit to knock down walls/culture bonus, and to kill stacks... so they gave us catapults and cannons. for game BALANCE. realistic? maybie not. i actually like the promotion "siege" myself, but im just playing devils advocate...

                              piece
                              Yes, I know that they did it for game balance. Hence, my suggestion that they look at it again and rebalance things.
                              The Apolytoner formerly known as Alexander01
                              "God has given no greater spur to victory than contempt of death." - Hannibal Barca, c. 218 B.C.
                              "We can legislate until doomsday but that will not make men righteous." - George Albert Smith, A.D. 1949
                              The Kingdom of Jerusalem: Chronicles of the Golden Cross - a Crusader Kings After Action Report

                              Comment

                              Working...
                              X