I've been reading various forums and post and seeing the major griping about the massive battle 'upsets' in Civ3. Most of them mirror my own experiences in the game and some border on the completely absurd.
Civ2 introduced the concept of 'firepower' as a way of flattening out the luck curve and making it so vastly more modern troops dont lose to ancient adversaries. It seemed to work just fine IMO. Sure, there were occasional strange results, but overall, combat units performed as could be reasonably expected.
Now in Civ3, we are back to the Civ1-style utterly random combat results...Tanks losing to Napoleonic Era infantry, ACW Era Cav losing to Ancient Greek Era Spearmen etc etc. Its not only silly, but extremely frustrating. This is evident from the number of complaints regarding the combat 'model' in Civ3.
So, my original question stands: What was wrong with the concept of 'Firepower' from Civ2? Why was it removed? I hardly think that it was because it was 'too complicated'. The combat results are entirely 'black box'....the end user has to do nothing so what could be difficult about it?
About the only thing I can think of is a bastardized sense of 'game balance'. In Civ2, once a Civ got Gunpowder it was basically a license to overrun anyone who didnt have it. And the same went for more modern troops. Maybe they wanted to flatten out the troop's power so that older (obsolete) troops could still hold off technologically superior opponents. If that was the goal, then they have more than succeeded. But it makes for a bad gameplay experience IMO. People should be able to rely on certain results and not have to always be hounded by BS luck. Civ3 has reintroduced large quantities of utter luck into the game in terms of combat and resource placement.
IMO, I'd like to see BOTH types of luck have some sort of mitigation in a patch. The combat really needs some attention to make if 'feel' more correct. The resource placement should not be so absolutely critical IMO. Sure, reward the folks that have it, but make the units/improvements available to the 'have nots' even if at FAR greater costs/upkeeps. I can think of plenty of 'work arounds' that dont call for major reworkings of the design system so I'm sure the folks at Firaxis can too. The trick is convincing them that something should be done.
Would anyone else like to see these types of things addressed? If so, continue to post those thoughts cause they cant fix it if they dont know (or think) its broken.
Civ2 introduced the concept of 'firepower' as a way of flattening out the luck curve and making it so vastly more modern troops dont lose to ancient adversaries. It seemed to work just fine IMO. Sure, there were occasional strange results, but overall, combat units performed as could be reasonably expected.
Now in Civ3, we are back to the Civ1-style utterly random combat results...Tanks losing to Napoleonic Era infantry, ACW Era Cav losing to Ancient Greek Era Spearmen etc etc. Its not only silly, but extremely frustrating. This is evident from the number of complaints regarding the combat 'model' in Civ3.
So, my original question stands: What was wrong with the concept of 'Firepower' from Civ2? Why was it removed? I hardly think that it was because it was 'too complicated'. The combat results are entirely 'black box'....the end user has to do nothing so what could be difficult about it?
About the only thing I can think of is a bastardized sense of 'game balance'. In Civ2, once a Civ got Gunpowder it was basically a license to overrun anyone who didnt have it. And the same went for more modern troops. Maybe they wanted to flatten out the troop's power so that older (obsolete) troops could still hold off technologically superior opponents. If that was the goal, then they have more than succeeded. But it makes for a bad gameplay experience IMO. People should be able to rely on certain results and not have to always be hounded by BS luck. Civ3 has reintroduced large quantities of utter luck into the game in terms of combat and resource placement.
IMO, I'd like to see BOTH types of luck have some sort of mitigation in a patch. The combat really needs some attention to make if 'feel' more correct. The resource placement should not be so absolutely critical IMO. Sure, reward the folks that have it, but make the units/improvements available to the 'have nots' even if at FAR greater costs/upkeeps. I can think of plenty of 'work arounds' that dont call for major reworkings of the design system so I'm sure the folks at Firaxis can too. The trick is convincing them that something should be done.
Would anyone else like to see these types of things addressed? If so, continue to post those thoughts cause they cant fix it if they dont know (or think) its broken.
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