But do you recall, the most famous reindeer of all...
Oh sorry.
I'm looking for input on blitzing. In my mod, I'm making almost every unit able to blitz. I don't think a city with two spearmen should be able to hold back a tank. Especially in naval combat; I think a battleship ought very well be able to wipe out three galleons sitting in the same tile in one turn.
The problem comes with bombard units, specifically naval, because they can bombard and then attack in the same turn. But if a ship can bombard and then attack, the attacker has a huge advantage over the defender. The only solutions I see are
1) make everyone's attack much lower, ie a battleship drops to, say 16; if he wants to take on another battleship, he'll be outgunned 20-16, but if he bombards first then moves in, he will have more hit points.
2) make everything unable to bombard. This is might be OK for middle age units, but a Battleship unable to bombard is crazy.
I will say one advantage to 1) is that it gives faster units a better chance to run away, since it essentially takes one off the attacker's "closing speed" (of course, he can also attack without bombarding if he has no choice). The other downside that I don't know if the AI will pick up on the "bombard, then close" tactic. (of course, that might be a good thing... )
Anyway, I'm looking for feedback. Any opinions?
Oh sorry.
I'm looking for input on blitzing. In my mod, I'm making almost every unit able to blitz. I don't think a city with two spearmen should be able to hold back a tank. Especially in naval combat; I think a battleship ought very well be able to wipe out three galleons sitting in the same tile in one turn.
The problem comes with bombard units, specifically naval, because they can bombard and then attack in the same turn. But if a ship can bombard and then attack, the attacker has a huge advantage over the defender. The only solutions I see are
1) make everyone's attack much lower, ie a battleship drops to, say 16; if he wants to take on another battleship, he'll be outgunned 20-16, but if he bombards first then moves in, he will have more hit points.
2) make everything unable to bombard. This is might be OK for middle age units, but a Battleship unable to bombard is crazy.
I will say one advantage to 1) is that it gives faster units a better chance to run away, since it essentially takes one off the attacker's "closing speed" (of course, he can also attack without bombarding if he has no choice). The other downside that I don't know if the AI will pick up on the "bombard, then close" tactic. (of course, that might be a good thing... )
Anyway, I'm looking for feedback. Any opinions?
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