Re: Re: Re: Looking at data
1. The current combat system is not broken. I haven't experienced any of the "spearmen killing tanks thing" because a) I haven't got such a tech lead and b) my tanks always defeat the AI's spearmen (maybe because I always bombard them to 1 health before attacking?)
Again, as i said, my poosition is not based on experience (i have had the same experiences as you) but principle
No comment.
2. You have no right to complain if you do stupid things like trying to defend a city with cavalry against longbowmen or make an invasion force with 3 units in the modern age.
No one, as far as i know, ever said they did either of these things. These are your persuptions.
YES THERE ARE. Go to the strategy forum, check out the thread on "unreal" for the guy who made an invasion force with 3 units. On this general forum, go check out a huge thread several pages down with a title with something like "technology doesn't make a difference in battle" for the guy who defended a city with cavalry.
3. The current combat system is better than all other previous civ combat system, because it forces you to use combined arms, attack in sufficient numbers, and use good tactical sense. Any changes to the combat system should retain those qualities.
Adding FP would not make combined arms less usefull, especially against opponents also in the industrial age or modern age.
You maybe right, and I am not opposing it if it makes the game better. However, I somewhat agree with Firaxis's position that you can achieve the same result by increasing the att. values.
4. Making 10, 15, 20 tanks, blindly rush them forward should NOT be a valid tactic even if against a stone age opponent.
Why not? It cost me 1000 to 2000 shields to make those tanks, certainly more than the entire production output of some stone age civ. It is not pretty, not fair, but it would work nonetheless against such technologically backwards foes.
Then the game will be like civ 2, and it will be too easy.
5. Can the current combat system be improved? YES, YES, YES. Heck I am playing the game too, OF COURSE I want an even better game. If you can come up with good suggestions, why not? Have I made myself clear?
6. Bombarding occasionally kills, yes I think that's a good idea. Aircraft always killing ships? That's a bad idea, why then do you want ships?
Never said all the time. If you ask me, it should be 1/10 for cannon, ironclads and frigates, 1/5 for bombers, arty, fighters, battleships, and destoryers (this is of course if the attack would destroy all the remaining hit points), 1/4 for jets , and 1/3 for units with precision attack.
I'd like it to be quite rare, but I agree wiht the suggestion in principle.
7. The AI SHOULD upgrade all its obsolete units.
YES, YES, YES
8. If you don't like the way it is, edit the rules.
I'm lazy, andd it's more fun to post
9. FP/HP. Explain to me why increasing the att./def. values of modern units will not yield the same result.
This has been done in other posts by persons more in tune than me with statistics. My laymens argument is this. Take two units. the attacker will have att2, defender 1. Give def FP 2. In three turn attacker should hit twice, defender once. But both took same damage. Now change def to 2 but FP 1. Now its 50/50. Lets say the attacker hit twice again, thought it is as likely that def did also. The amount of damage is not the same at all- one unit suffered 2 HP, the other 1 HP. So, 2 def was not the same as 1 def with 2FP. Why such an analysis should change so drastically with much higer numbers I can not fathom (again, others have done far better math than I, so look towards them.
One thing I think we need: the OPTION in the editor to add FP back in, that sure won't hurt.
10. Do I mind adding/subtracting some att./def. points here or there to improve the combat system? NO. If you have a specific suggestion to improve the gaem, by all means post it. "let's increase the attack value of tanks by 2 because......" is fine, "THE COMBAT SYSTEM IS BROKEN BECAUSE MY 1 HEALTH TANK WAS KILLED BY LONGBOWMEN" is NOT acceptable.
11. Realism vs fun. Both are good, but fun comes first. I refuse to judge a game feature based on realism alone. Graphics and names are fine, but don't tell me this or that unit should have 10, 20 values in attack because so and so did this in history. If you really want realism, edit the rules in your games, I respect your choice.
I am not asking to change the specific att/def values. I am asking for the equations ruling the eventual outcome to be changed. This can't be done witht the editor.
No, actually you are not aiming for the equations, you want combat outcomes to match your expactations (which is fine), changing the att/def values may achieve roughly the same result without changing the equations. You've gotta work with what you have.
1. The current combat system is not broken. I haven't experienced any of the "spearmen killing tanks thing" because a) I haven't got such a tech lead and b) my tanks always defeat the AI's spearmen (maybe because I always bombard them to 1 health before attacking?)
Again, as i said, my poosition is not based on experience (i have had the same experiences as you) but principle
No comment.
2. You have no right to complain if you do stupid things like trying to defend a city with cavalry against longbowmen or make an invasion force with 3 units in the modern age.
No one, as far as i know, ever said they did either of these things. These are your persuptions.
YES THERE ARE. Go to the strategy forum, check out the thread on "unreal" for the guy who made an invasion force with 3 units. On this general forum, go check out a huge thread several pages down with a title with something like "technology doesn't make a difference in battle" for the guy who defended a city with cavalry.
3. The current combat system is better than all other previous civ combat system, because it forces you to use combined arms, attack in sufficient numbers, and use good tactical sense. Any changes to the combat system should retain those qualities.
Adding FP would not make combined arms less usefull, especially against opponents also in the industrial age or modern age.
You maybe right, and I am not opposing it if it makes the game better. However, I somewhat agree with Firaxis's position that you can achieve the same result by increasing the att. values.
4. Making 10, 15, 20 tanks, blindly rush them forward should NOT be a valid tactic even if against a stone age opponent.
Why not? It cost me 1000 to 2000 shields to make those tanks, certainly more than the entire production output of some stone age civ. It is not pretty, not fair, but it would work nonetheless against such technologically backwards foes.
Then the game will be like civ 2, and it will be too easy.
5. Can the current combat system be improved? YES, YES, YES. Heck I am playing the game too, OF COURSE I want an even better game. If you can come up with good suggestions, why not? Have I made myself clear?
6. Bombarding occasionally kills, yes I think that's a good idea. Aircraft always killing ships? That's a bad idea, why then do you want ships?
Never said all the time. If you ask me, it should be 1/10 for cannon, ironclads and frigates, 1/5 for bombers, arty, fighters, battleships, and destoryers (this is of course if the attack would destroy all the remaining hit points), 1/4 for jets , and 1/3 for units with precision attack.
I'd like it to be quite rare, but I agree wiht the suggestion in principle.
7. The AI SHOULD upgrade all its obsolete units.
YES, YES, YES
8. If you don't like the way it is, edit the rules.
I'm lazy, andd it's more fun to post
9. FP/HP. Explain to me why increasing the att./def. values of modern units will not yield the same result.
This has been done in other posts by persons more in tune than me with statistics. My laymens argument is this. Take two units. the attacker will have att2, defender 1. Give def FP 2. In three turn attacker should hit twice, defender once. But both took same damage. Now change def to 2 but FP 1. Now its 50/50. Lets say the attacker hit twice again, thought it is as likely that def did also. The amount of damage is not the same at all- one unit suffered 2 HP, the other 1 HP. So, 2 def was not the same as 1 def with 2FP. Why such an analysis should change so drastically with much higer numbers I can not fathom (again, others have done far better math than I, so look towards them.
One thing I think we need: the OPTION in the editor to add FP back in, that sure won't hurt.
10. Do I mind adding/subtracting some att./def. points here or there to improve the combat system? NO. If you have a specific suggestion to improve the gaem, by all means post it. "let's increase the attack value of tanks by 2 because......" is fine, "THE COMBAT SYSTEM IS BROKEN BECAUSE MY 1 HEALTH TANK WAS KILLED BY LONGBOWMEN" is NOT acceptable.
11. Realism vs fun. Both are good, but fun comes first. I refuse to judge a game feature based on realism alone. Graphics and names are fine, but don't tell me this or that unit should have 10, 20 values in attack because so and so did this in history. If you really want realism, edit the rules in your games, I respect your choice.
I am not asking to change the specific att/def values. I am asking for the equations ruling the eventual outcome to be changed. This can't be done witht the editor.
No, actually you are not aiming for the equations, you want combat outcomes to match your expactations (which is fine), changing the att/def values may achieve roughly the same result without changing the equations. You've gotta work with what you have.
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