Hi Guys,
I think that Civ III needs to review the role of fighter, bombers and helicopters in combat.
Firstly, it should be noted that, until recently, the main role of fighter has been as bomber support and to clear the air of opposing fighters.
Bombers, on the other hand, have been mostly used to destroy enemy airfields, command and control facilities and cities-strategic bombing!
Assault helipcopters are the key air unit used in ground support, as they can get in close and even slug it out with a tank! I feel this needs to be more accurately reflected in Civ III, as follows:
1) All air units should have 2 firepower ratings, one against air units and a seperate one for ground attacks. Modern air units would probably have almost identical firepower ratings!
2) Air units should also have a seperate defense rating for air combat and ground combat, to make it more difficult for ground units to significantly damage air units (though AA guns should be able to attack air units using their air-combat defense ratings). Note the choppers would probably have little difference between air defense and ground defense ratings.
3) Bombers should be able to conduct “Strategic Bombing missions” against static ground targets. This would be useful way of destroying ground based infrastructure, and would be particularly useful if supply lines are in use in the game.
4) Fighters should also be able to conduct “strategic ground attacks”, but would not be as successful as bomber units (at least until the modern age!)
5) Dive bombers should combine the best features of fighters and bombers (as would the modern Jet Fighter/Bomber)
6) Assault helicopters should be almost as significantly armoured as a tank/mech Inf. unit, to reflect its strength as a ground attack unit!
7) Against ground units, fighter and bombers (before the stealth-age), should not be able to reduce a ground unit to less than 50% of its “current” hit points (making it hard for air units to actually destroy units). Multiple waves of air assaults, however, would be able to get ground units well into the red! The amount of damage air units can score against ground forces should depend on the ground forces mobility and local terrain, as much as it does on the units armour and defense ratings. Ground units in cities, however, should be counted as static units, thus making them vulnerable to complete destruction by aerial attack
8) Most of the above rules should probably also be applied to air units vs. naval units.
Like ground units, naval units in port should be susceptible to destruction by fighters/bombers (the Pearl Harbour effect!)
9) Another concept which needs to be considered is "Air Superiority" Basically, the number of sorties you can send your air units on would depend on your Air Superiority.
This would be based on factors such as:
Your Aerospace Tech level.
The number of Airfields you control
The number of enemy interceptors (fighters, SAM's and AA's) between you and your target.
The "Home-Ground" Advantage.
10) Combat should probably run in the following order:
a) Air Vs. Air
b) Air Vs. Ground
c) Ground Vs. Ground
You will note that I mentioned the concept of supply lines above. This is not the first time I’ve mentioned it, and I feel it should be brought up again here. Basically ground units should NOT be able to go into enemy territory at will, but should require some sort of support mechanism. Essentially units should have a maximum “Range” which would reflect how far a unit can penetrate into enemy territory unsupported! Beyond this range they would need to build a “supply depot”, which would operate like a Colony in reverse. When connected by road/rail to one of your cities, a supply depot would allow your units to extend their range. Depending on technology, you might need to build these depots every 500-1500km (and they must all be joined up to each other by road/rail!). These supply lines would be vulnerable to attack by enemy ground/air units (attacks by Cossacks on his supply lines is one reason why Napolean failed to capture Moscow!). Obviously, if you capture an enemy city, this becomes a “de-facto” supply depot, and unit range will be determined from this point.
I feel this would give a new strategic element to combat, and make you consider the length and defense of your lines of supply in any future battles/wars, as well as giving a new role for fighters and bombers!
Anyway, be glad to know what people think of these ideas
Yours,
The_Aussie_Lurker.
I think that Civ III needs to review the role of fighter, bombers and helicopters in combat.
Firstly, it should be noted that, until recently, the main role of fighter has been as bomber support and to clear the air of opposing fighters.
Bombers, on the other hand, have been mostly used to destroy enemy airfields, command and control facilities and cities-strategic bombing!
Assault helipcopters are the key air unit used in ground support, as they can get in close and even slug it out with a tank! I feel this needs to be more accurately reflected in Civ III, as follows:
1) All air units should have 2 firepower ratings, one against air units and a seperate one for ground attacks. Modern air units would probably have almost identical firepower ratings!
2) Air units should also have a seperate defense rating for air combat and ground combat, to make it more difficult for ground units to significantly damage air units (though AA guns should be able to attack air units using their air-combat defense ratings). Note the choppers would probably have little difference between air defense and ground defense ratings.
3) Bombers should be able to conduct “Strategic Bombing missions” against static ground targets. This would be useful way of destroying ground based infrastructure, and would be particularly useful if supply lines are in use in the game.
4) Fighters should also be able to conduct “strategic ground attacks”, but would not be as successful as bomber units (at least until the modern age!)
5) Dive bombers should combine the best features of fighters and bombers (as would the modern Jet Fighter/Bomber)
6) Assault helicopters should be almost as significantly armoured as a tank/mech Inf. unit, to reflect its strength as a ground attack unit!
7) Against ground units, fighter and bombers (before the stealth-age), should not be able to reduce a ground unit to less than 50% of its “current” hit points (making it hard for air units to actually destroy units). Multiple waves of air assaults, however, would be able to get ground units well into the red! The amount of damage air units can score against ground forces should depend on the ground forces mobility and local terrain, as much as it does on the units armour and defense ratings. Ground units in cities, however, should be counted as static units, thus making them vulnerable to complete destruction by aerial attack
8) Most of the above rules should probably also be applied to air units vs. naval units.
Like ground units, naval units in port should be susceptible to destruction by fighters/bombers (the Pearl Harbour effect!)
9) Another concept which needs to be considered is "Air Superiority" Basically, the number of sorties you can send your air units on would depend on your Air Superiority.
This would be based on factors such as:
Your Aerospace Tech level.
The number of Airfields you control
The number of enemy interceptors (fighters, SAM's and AA's) between you and your target.
The "Home-Ground" Advantage.
10) Combat should probably run in the following order:
a) Air Vs. Air
b) Air Vs. Ground
c) Ground Vs. Ground
You will note that I mentioned the concept of supply lines above. This is not the first time I’ve mentioned it, and I feel it should be brought up again here. Basically ground units should NOT be able to go into enemy territory at will, but should require some sort of support mechanism. Essentially units should have a maximum “Range” which would reflect how far a unit can penetrate into enemy territory unsupported! Beyond this range they would need to build a “supply depot”, which would operate like a Colony in reverse. When connected by road/rail to one of your cities, a supply depot would allow your units to extend their range. Depending on technology, you might need to build these depots every 500-1500km (and they must all be joined up to each other by road/rail!). These supply lines would be vulnerable to attack by enemy ground/air units (attacks by Cossacks on his supply lines is one reason why Napolean failed to capture Moscow!). Obviously, if you capture an enemy city, this becomes a “de-facto” supply depot, and unit range will be determined from this point.
I feel this would give a new strategic element to combat, and make you consider the length and defense of your lines of supply in any future battles/wars, as well as giving a new role for fighters and bombers!
Anyway, be glad to know what people think of these ideas
Yours,
The_Aussie_Lurker.
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