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  • Tactic Upgradees

    In addition to unit upgrades units should have 'tactic' upgrades such as:
    -Blitzkreig
    -Napoleon
    -Maginot Line

    These could be discovered and would allow us to not have such redundant units as Horsemen,Knights,Crusaders,Dragoons, and Calvary.

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    -->"Production! More Production! Production creates Wealth! Production creates more Jobs!"-Wendell Willkie -1944

  • #2
    What effect would you propose tactic upgrades would have on your troops. Simply stronger attack or something more interesting like upgrade attack vs. infantry etc.

    If it is simply a strength upgrade, then what's the difference between that and a new unit?

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    "Common sense is not so common" - Voltaire

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    • #3
      I hated SMAC's way of creating tons of extra units everytime a new unit upgrade came out. Civ2's way of having more different units is better, and Civ3 should have the player then being able to have the option of whether or not to upgrade their units. This is why darkcloud's suggestion above would be good.

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      No, in Australia we don't live with kangaroos and koalas in our backyards...
      No, in Australia we don't live with kangaroos and koalas in our backyards... Despite any stupid advertisments you may see to the contrary... (And no, koalas don't usually speak!)

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      • #4
        An excellent idea.. And Ultrasonix is spot on too..

        There must be some other tactics worthy of inclusion. What about outflanking, interfering with supplies, etc..

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        • #5
          Allow me to draw attention to my suggestion about civ's having Command Ratings.

          To simulate the Blitzkrieg concept:

          Imagine a civ having a rating of 8, earned through time via combat as explained in my original suggestion, subj: Stacking units.
          Say an armour unit uses 2 command rating points, and infantry and artilley uses 1 CRP each. It is thus possible to combine 3 armour units, 1 inf and 1 artillery into a Tank Army (or Panzer or Armour, or whatever). This combined army has bonuses conferred upon it, simply due to it's overweight in armoured units. The organization of large groups of armour into frontline units was indeed the mainstay of the blitzkrieg concept.

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          • #6
            emren has roughly the same idea I do.

            1.Say the units, which go from green to hardened have these ratings on experience. 1-5.
            2.In addition to them they have a strategy rating of 1-5.
            3.As new advances are discovered and new warfare types are made they learn new strategies.

            If a civ has Sun-tzu's wonder they will automatically rate 1 strategy rating higher than they would have before.

            Thus... no knights, crusaders and 50 other types of horse that only differ in tactics.
            -->Visit CGN!
            -->"Production! More Production! Production creates Wealth! Production creates more Jobs!"-Wendell Willkie -1944

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            • #7
              A great idea, this could allow for a more interesting use of armys.

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              I have walked since the dawn of time and were ever I walk, death is sure to follow
              I have walked since the dawn of time and were ever I walk, death is sure to follow. As surely as night follows day.

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              • #8
                Don't forget naval tactics too, like the trireme's bronze ram, hit and run tactics, etc.

                Since we're on the subject, add warplane tactics too. I can't think of any right now though.
                *grumbles about work*

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                • #9
                  IMHO the best option would be, as discussed earlier in another thread, to separate men and weapons. You could upgrade the weapons of your unit as you discover new technology and their experience level or tactical grading when you discover new tactics.
                  Firaxis should make it possible for you to recognize in a glance the kind of unit your dealing with. So there should be some kind of standard icons like the knights or cavalry in Civ 2 symbolizing the kind of weapons they wear.
                  In SMAC you had to study their statistics to get an idea what units you had to fight.
                  That took away some feeling of atmosphere I had when playing Civ 2. Even though crusaders may have been a stupid unit, you knew what was coming at you, when an army was approaching.
                  If it had been an army of horsemen with some upgrades you would have been in for a nasty surprise.


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                  • #10
                    Some warplane tactics will be the same as troop tactics; Blitzkreig etc.
                    -->Visit CGN!
                    -->"Production! More Production! Production creates Wealth! Production creates more Jobs!"-Wendell Willkie -1944

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                    • #11
                      I was talking more of the warplane only tactics, and navla tactics. Though lesser known, these are just as important as infantry tactics. For example, the Greeks defeated the Persians at Salamis through superior tactics, not weapons.
                      *grumbles about work*

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                      • #12
                        That is exactly why I suggested tactics!
                        -->Visit CGN!
                        -->"Production! More Production! Production creates Wealth! Production creates more Jobs!"-Wendell Willkie -1944

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                        • #13
                          quote:

                          These could be discovered and would allow us to not have such redundant units as Horsemen,Knights,Crusaders,Dragoons, and Calvary.


                          You know, I've just realised: what exactly do you guys mean by "tactics"? Why would it make redundant all those units? Because as you come out with more tactics, wouldn't it make the old units "redundant" anyway?

                          I'm confused...

                          ------------------
                          No, in Australia we don't live with kangaroos and koalas in our backyards... Despite any stupid advertisments you may see to the contrary...
                          No, in Australia we don't live with kangaroos and koalas in our backyards... Despite any stupid advertisments you may see to the contrary... (And no, koalas don't usually speak!)

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                          • #14
                            I hated SMAC way of making units and having a war, I still say that a combined army would be the best way, and an army could in corperate such improvements

                            ------------------
                            I have walked since the dawn of time and were ever I walk, death is sure to follow
                            I have walked since the dawn of time and were ever I walk, death is sure to follow. As surely as night follows day.

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                            • #15
                              Rule 1:

                              AI-cities should have 2-4 potent quality units per city, instead of buckloads of resource-draining mediocre units.

                              Rule 2:

                              The AI settlers seems to be pretty keen on building unused fortresses all over the place.
                              Let AI build combined land/air "tripwires" instead - these can act as early warningsystems. More usefull.

                              Rule 3:

                              Unless theres a war going on, military units should "stay in bed", instead of vandering around aimlessly. AI vessels are an exception.

                              Rule 4:

                              If AI military vessels are within coustal human player city areas, they should have the same effect on that citys happyness and resource-drain as if they actually would be owned by that city - and away from it.

                              This would pretty much FORCE the human player to do something about it. Quickly!

                              Rule 5:

                              AI land-units should mainly stay garrisoned within cities, lashing out preemptive strikes on any invaders directly next to the city-squares. Perhaps there should be exceptions from this rule.

                              Rule 6: (The Holy Grail)

                              AI land-invasions should consist of at least 4-16 units locked together should-by-shoulder - and then move simoultanesly forward in any persistant direction, in the same pace.
                              They shouldnt be forged together by the AI however. Thats probably way to complicated for the AI to achieve.
                              Instead these wide shoulder-by-shoulder armadas should be avalable as seperate 4, 6, 8, 10, 12, 14 or 16 wide separe entitys. From the AI:s point of view, the move as ONE unit (altrough one with a pretty wide a s s).

                              If any unit stumbles into a foreign city - they however break up: all the units to its left turns right, and all units to its right turns left; in order to do a pinch-manoeuvre on that poor city.

                              These AI wide a s s invasion units can not be produced by a single AI-city. That takes to long time. Instead these units are a joint-venture undertakings.
                              Then its created, its appears next to a city nearest to the invasion-begging enemy.

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