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  • Flanking Bonus

    I just had a thought which I think would easily add a ton of military strategy for very little code.

    Give a flanking bonus if you attack the same tile in the same turn from two different directions.

    Have the bonus increase with the amount of flanking ie.
    First Attack from South second from SE 5% bonus
    S then E 10%
    S then NE 15%
    S then N 20%

    I can't imagine this would be difficult to code. Every time an attack takes place the tile stores the location of where it was attacked from, the next time it is attacked it checks if it was from the same place and then assigns the bonus accordingly.

    What do y'all think? Too complicated?

  • #2
    Far too easy since civ is a turn-based game. A real-time game could have flanking bonuses since you would have to set up the manuever with the enemy in motion.

    Also, zone of control would definately have to be put back just like Civ I and II, where units cannot move past enemy units in the field.

    Dunk no like. Bad medicine.

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    • #3
      Well... I dont know... Is there a historical presidence here? (the Legions of Varus?)
      "War does not determine who is right, it determines who is left."

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      • #4
        Dunk, explain ZOC to me please. Civ3 is my first ever turn based game, so i've never touched civ1 or 2!
        Help negate the vegiterian movement!
        For every animal you don't eat! I'm gunna eat three!!

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        • #5
          zone of control - the unit takes a 'pot-shot' at enemy units moving into, out of, or through the 1-tile radius around the unit. Not quite sure what the ration for success is, since the 'pot-shot' doesn't always occur, particularly if lots of enemy units move through that radius in one turn.
          Up the Irons!
          Rogue CivIII FAQ!
          Odysseus and the March of Time
          I think holding hands can be more erotic than 'slamming it in the ass' - Pekka, thinking that he's messed up

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          • #6
            Originally posted by zulu9812
            zone of control - the unit takes a 'pot-shot' at enemy units moving into, out of, or through the 1-tile radius around the unit. Not quite sure what the ration for success is, since the 'pot-shot' doesn't always occur, particularly if lots of enemy units move through that radius in one turn.
            hi ,

            to aswer that , well lets say 20 infantry move true a territory , there is a meh infantry or modern armour standing still or better fortified , all the enemy units seem to slow down so that they can get the beating , ....

            have a nice day
            - RES NON VERBA - DE OPRESSO LIBER - VERITAS ET LIBERTAS - O TOLMON NIKA - SINE PARI - VIGLIA PRETIUM LIBERTAS - SI VIS PACEM , PARA BELLUM -
            - LEGIO PATRIA NOSTRA - one shot , one kill - freedom exists only in a book - everything you always wanted to know about special forces - everything you always wanted to know about Israel - what Dabur does in his free time , ... - in french - “Become an anti-Semitic teacher for 5 Euro only.”
            WHY DOES ISRAEL NEED A SECURITY FENCE --- join in an exceptional demo game > join here forum is now open ! - the new civ Conquest screenshots > go see them UPDATED 07.11.2003 ISRAEL > crisis or challenge ?

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            • #7
              Originally posted by dunk999
              Far too easy since civ is a turn-based game. A real-time game could have flanking bonuses since you would have to set up the manuever with the enemy in motion.

              Also, zone of control would definately have to be put back just like Civ I and II, where units cannot move past enemy units in the field.

              Dunk no like. Bad medicine.
              IT would only be "too easy" if your enemy moved all his units as single stacks. But knowing that the bonus exists, the enemy would move in groups of stacks, each stack "Getting the other's back".

              Though on second thought I would make the bonus only for attacks at 90 degrees or greater from the original attack, that way you wouldn't have wierd stuff where in two stack vs. two stack squares it would be advantageous to attack diagonally across instead of the one right in front of you.

              Also, the exact percentages could be figured out in playtesting, so don't get hung up on the 20% bonus. I was just pulling that out of my butt.

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              • #8
                This a a strategic game, the scale of the game does not merit a tactical bonus. On a strategic level you win by combination of superior numbers and better weapons.
                "The greatest happiness of life is the conviction that we are loved - loved for ourselves, or rather, loved in spite of ourselves."--Victor Hugo

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                • #9
                  flanking is in RON (Bryan Reynolds is the genius behind civ2 remember?)

                  you get bonus points if you hit from the side or back, so an all out "flanking" batallion would be quite effective.
                  "I've lived too long with pain. I won't know who I am without it. We have to leave this place, I am almost happy here."
                  - Ender, from Ender's Game by Orson Scott Card

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                  • #10
                    Originally posted by Swissy
                    This a a strategic game, the scale of the game does not merit a tactical bonus. On a strategic level you win by combination of superior numbers and better weapons.
                    I disagree. There is already a system that leads to very specific tactitical battles: the land type defensive bonus. This causes you to think about where you want to attack, which is essentially a tactical decision. Artillery have bombard, so you try to bombard the enemy before attacking with ground troops, this is a tactical decision.

                    Now you may think that a flanking bonus is TOO TACTICAL, but to say that the game is set up so superior numbers and better weapons alone control the outcome of combat is just false.

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                    • #11
                      there should be an "attacking terrain" advantage, IMHO, especially if artillery are involved. artillety firing OFF a mountain should do better than those firing UP one.
                      "I've lived too long with pain. I won't know who I am without it. We have to leave this place, I am almost happy here."
                      - Ender, from Ender's Game by Orson Scott Card

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                      • #12
                        Originally posted by UberKruX
                        there should be an "attacking terrain" advantage, IMHO, especially if artillery are involved. artillety firing OFF a mountain should do better than those firing UP one.

                        hi ,

                        , only for a cannon or so , ...
                        example ; a piece of artillery can fire both up- and down hill , for at least 50 years , without having any special needs , and when in the right hands it can fire lets say it's shell's with-in a 10 meter square , ....when the range is less then 15 kilometer's , ...

                        have a nice day
                        - RES NON VERBA - DE OPRESSO LIBER - VERITAS ET LIBERTAS - O TOLMON NIKA - SINE PARI - VIGLIA PRETIUM LIBERTAS - SI VIS PACEM , PARA BELLUM -
                        - LEGIO PATRIA NOSTRA - one shot , one kill - freedom exists only in a book - everything you always wanted to know about special forces - everything you always wanted to know about Israel - what Dabur does in his free time , ... - in french - “Become an anti-Semitic teacher for 5 Euro only.”
                        WHY DOES ISRAEL NEED A SECURITY FENCE --- join in an exceptional demo game > join here forum is now open ! - the new civ Conquest screenshots > go see them UPDATED 07.11.2003 ISRAEL > crisis or challenge ?

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                        • #13
                          Several older stategy games (turn based, of course) have actually implemented ZOC-rules with flanking bonuses!

                          i.e. The SSI-game Ardennes.
                          (A pure strategy game, but rather boring compared to civ)

                          There were additional bonuses for each and every unit surronding the target, and bombarding as well...
                          The target had defence bonuses from supporting units in the stack, generals in zone, terrain , and artillery support.
                          The bonuses were not high, but accumulated 5-10 units could make a real difference. So the whole strategic picture became very realistic. (You would want to form secure frontiers all the way)

                          NB: Such bonuses could ruin the game, if implemented wrong.
                          My words are backed with hard coconuts.

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                          • #14
                            The man has a point, tactics should play a large role in this game if the military aspects are to awarded any sort of historical merit.

                            History has SHOWN, that tactics plays a part that can lead decisively an outcome of the battle or war, for that matter. Take the Dutch Revolt for example. Little tiny Netherlands beat out the Spanish, because their smaller, more efficient army, relying on tactical strikes and defensive postures were able to inflict defeats on the vastly financed and vastly larger Habsburg Army.
                            Flanking would be awesome, but here's my 2 cents on it :

                            CTP had a good thing going with that Flanking business, and since PTW says they'll implement stacked combat, flanking and other combat specialties should be awarded to units, like Marines being known for their amphibious ability. Units like Cavalry, or Armor, should have their unit catagorized as a 'Flanker', like in CTP. So any units in the battle give a flanking bonus unless the opposing enemy ALSO has flankers, then its decided on tech of unit and position in the unit (Are they on the sides?)
                            This is just my thoughts on all this.
                            Civ Fanatic
                            aka "Shadow Soldier"

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                            • #15
                              Flanking doesn't just work at a tactical level- a strategy which has been used over and over again in history is the use of pincer movements and three pronged attacks. Having an enemy surrounded - at any scale - is always an advantageous situation. This is definately a matter of strategy and by no means are such bonuses beneath the scope of this game

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