Air units:
After playing for a bit, I have to say that I am coming to appreciate the air game more than I did. Having said that, there are a few changes that I would like to see.
Bombardment:
I don’t wish to start up the whole argument about planes taking down ships. I would, however, like the change the way air bombardment happens. First, there is always a target. It is true that it wasn’t until very recently that bombs hit their targets more often than not, but the bombardiers were always trying for something specific. What I would propose is that every time my air unit tries to bombard a city, or even the ground, a list of all possible targets should pop up. The percentage to hit should go up with precision guidance. Also, I should never, when attacking a city with a plane, hit nothing. Of course, this may be to simulate some condition such as “well, I hit it, but not enough to actually cause damage. Since Civ. Buildings are either standing or not, there doesn’t seem to be much ground for partial damage.
Air superiority:
I want to be able to fly my fighters over enemy cities to engage other fighters in combat. Let me make an actual action that is geared for this. I want to try and hit the other plane, and not just let them come after me.
SAM:
SAMs should cover the entire city radius. This would make it a lot harder to cut a city off from trade.
Helicopters:
As they stand now, these units are fairly pointless. I would like to see a flag in the editor that says something like “air unit can rebase on any land squares.” This would allow me to load units onto a ‘copter, rebase them up to 8 squares away, and unload the troops for a deep strike mission. This would also allow me to build a unit like the harrier that could strike deep in enemy territory and land there. Such units could also be loaded onto a “modern transport” or some such. This transport would be faster than the “current” transport, and capable of carrying deep-deployment (helicopters and harriers) units. Air units rebased on non-city or carrier squares would be subject to HP penalties similar to Civ 2.
After playing for a bit, I have to say that I am coming to appreciate the air game more than I did. Having said that, there are a few changes that I would like to see.
Bombardment:
I don’t wish to start up the whole argument about planes taking down ships. I would, however, like the change the way air bombardment happens. First, there is always a target. It is true that it wasn’t until very recently that bombs hit their targets more often than not, but the bombardiers were always trying for something specific. What I would propose is that every time my air unit tries to bombard a city, or even the ground, a list of all possible targets should pop up. The percentage to hit should go up with precision guidance. Also, I should never, when attacking a city with a plane, hit nothing. Of course, this may be to simulate some condition such as “well, I hit it, but not enough to actually cause damage. Since Civ. Buildings are either standing or not, there doesn’t seem to be much ground for partial damage.
Air superiority:
I want to be able to fly my fighters over enemy cities to engage other fighters in combat. Let me make an actual action that is geared for this. I want to try and hit the other plane, and not just let them come after me.
SAM:
SAMs should cover the entire city radius. This would make it a lot harder to cut a city off from trade.
Helicopters:
As they stand now, these units are fairly pointless. I would like to see a flag in the editor that says something like “air unit can rebase on any land squares.” This would allow me to load units onto a ‘copter, rebase them up to 8 squares away, and unload the troops for a deep strike mission. This would also allow me to build a unit like the harrier that could strike deep in enemy territory and land there. Such units could also be loaded onto a “modern transport” or some such. This transport would be faster than the “current” transport, and capable of carrying deep-deployment (helicopters and harriers) units. Air units rebased on non-city or carrier squares would be subject to HP penalties similar to Civ 2.
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