Both CIV 2 and SMAC were lacking in defensive measures. There was just the standard 'fortify', which meant the unit would receive a 50% defensive bonus if attacked. However, defensive choices ended there (although there were terrain and city improvements that could be built to enhance defense).
I have some new ideas as to different defense bonuses:
High alert (but this will probably need another name): unit gets +100% bonus. Drawbacks- must be entered when unit has not moved at all (must have full movement available) and requires an extra shield to support while on high alert. Units on high alert can only stay on high alert for one turn, and after revert to alert status. Units will have to return to a city with a barracks/airfield/whatever in order to be at this status again.
Alert: +75%, but costs two shields to support. Permanent, and will stay until the unit is reassigned to other duties.
Counter attack: no defensive bonus. However, the fist unit that moves into range of this unit is attacked (so if artillery 2 squares, others 1 square). This be like an opportunity fire, where a unit would wait at an outpost and attack the first unit it sees. The unit (if it is not destroyed) can be available to move on the next turn. Units told to counter attack could make attacking fortified areas a lot harder if the enemy knows that your coming...
Fortify: units build a fortress terrain improvement, taking twice as long as normal. The fortress will remain after the unit moves away. Unit receives a 25% PENALTY while building terrain improvements. Also, the unit could be told to build an airfield or sensor array (or the CIV 3 equivalent).
Defend: normal CIV 2 'fortify': +50%.
All units that have movement points available, have higher attacks than defense, are at full strength, and are ordered to 'space bar' immediately revert to counter attack status.
All units that have movement points available, have higher defenses than attacks, and are ordered to 'space bar' immediately revert to defend status.
Do these defense levels make the game too micromanage, or would they help customize defense
I have some new ideas as to different defense bonuses:
High alert (but this will probably need another name): unit gets +100% bonus. Drawbacks- must be entered when unit has not moved at all (must have full movement available) and requires an extra shield to support while on high alert. Units on high alert can only stay on high alert for one turn, and after revert to alert status. Units will have to return to a city with a barracks/airfield/whatever in order to be at this status again.
Alert: +75%, but costs two shields to support. Permanent, and will stay until the unit is reassigned to other duties.
Counter attack: no defensive bonus. However, the fist unit that moves into range of this unit is attacked (so if artillery 2 squares, others 1 square). This be like an opportunity fire, where a unit would wait at an outpost and attack the first unit it sees. The unit (if it is not destroyed) can be available to move on the next turn. Units told to counter attack could make attacking fortified areas a lot harder if the enemy knows that your coming...
Fortify: units build a fortress terrain improvement, taking twice as long as normal. The fortress will remain after the unit moves away. Unit receives a 25% PENALTY while building terrain improvements. Also, the unit could be told to build an airfield or sensor array (or the CIV 3 equivalent).
Defend: normal CIV 2 'fortify': +50%.
All units that have movement points available, have higher attacks than defense, are at full strength, and are ordered to 'space bar' immediately revert to counter attack status.
All units that have movement points available, have higher defenses than attacks, and are ordered to 'space bar' immediately revert to defend status.
Do these defense levels make the game too micromanage, or would they help customize defense
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