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Damaged versus destroyed buildings!!

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  • Damaged versus destroyed buildings!!

    One thing that I'd like in PtW (or a future expansion) but which I would not consider essential would be the possibility of bombardments having a chance of only damaging an improvement! This chance would be based on the bombardment strength of the unit, and whether the building is a small wonder, wonder or improvement. If it is damaged, then it would be indicated by a marker, and it would either not function, or be at only half strength. The buiilding, however, would still continue to produce it's original culture/turn (if applicable), this would help simulate the effects of such buildings as the Colluseum in Rome or the Parthenon in Greece! Repairing a building would also cost less than replacing it outright, but would require gold instead of shields. If you chose to replace it outright, then any accumulated culture would be lost! Great Wonders, however, can only be repaired, not replaced!
    Anyway, that's my idea-I'd be interested to hear what people think.

    Yours,
    The_Aussie_Lurker.

  • #2
    I think it would be rather difficult to implement, and IMO it wouldn't really improve gameplay. To put it in other words: Firaxis would never do it. It is not something I miss either. I would like to see many things changed, but this isn't one of them.

    Yours, M.M.
    Last edited by Martinus Magnificus; September 12, 2002, 23:33.

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    • #3
      Originally posted by Martinus Magnificus
      IMO it wouldn't really improve gameplay.
      I agree. Civ is just too abstracted to simulate damaged buildings. Plus, who wants to micromanage one more aspect of the game, especially that it doesn't really add much fun to it.
      "The only way to avoid being miserable is not to have enough leisure to wonder whether you are happy or not. "
      --George Bernard Shaw
      A fast word about oral contraception. I asked a girl to go to bed with me and she said "no".
      --Woody Allen

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      • #4
        Re: Damaged versus destroyed buildings!!

        Originally posted by The_Aussie_Lurker
        The buiilding, however, would still continue to produce it's original culture/turn (if applicable), this would help simulate the effects of such buildings as the Colluseum in Rome or the Parthenon in Greece!
        This is already simulated: if you lose a colloseum, you don't lose the culture points the colloseum had produced until destruction. So, if you rebuild the colloseum, you basically lose only the culture points for the years in which the colloseun was beeing repaired/reconstructed.
        "The only way to avoid being miserable is not to have enough leisure to wonder whether you are happy or not. "
        --George Bernard Shaw
        A fast word about oral contraception. I asked a girl to go to bed with me and she said "no".
        --Woody Allen

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        • #5
          but with smart weapon's it could be possible to choose the object of destruction, e.g. hospital, barracks... maybe with a 40% chance of really destroying it (damage would be too difficult to program)
          - Artificial Intelligence usually beats real stupidity
          - Atheism is a nonprophet organization.

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          • #6
            Im sure this feature is in Call to Power 2
            Oxygen should be considered a drug
            Tiberian Sun Retro
            My Mod for Tiberian Sun Webmaster of
            http://www.tiberiumsun.com

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            • #7
              Originally posted by sabrewolf
              but with smart weapon's it could be possible to choose the object of destruction, e.g. hospital, barracks... maybe with a 40% chance of really destroying it (damage would be too difficult to program)
              Now that's a good idea.
              "The only way to avoid being miserable is not to have enough leisure to wonder whether you are happy or not. "
              --George Bernard Shaw
              A fast word about oral contraception. I asked a girl to go to bed with me and she said "no".
              --Woody Allen

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              • #8
                The easiest way to simulate that would be to allow the improvement to be re-built at half price. Big deal.

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                • #9
                  Thanks for the input guys!

                  As I said in my original message, I know it's know big deal, and it really wouldn't add anything significant to the game, but it was just one of those ideas which comes to you in a quiet moment!

                  Yours,
                  The_Aussie_Lurker.

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                  • #10
                    Originally posted by playshogi
                    The easiest way to simulate that would be to allow the improvement to be re-built at half price. Big deal.
                    This would do the trick
                    And maybe? this isn't all that hard to implement/add.
                    Not that I think they will do it

                    It would be good though for (re)captured cities.
                    Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
                    Then why call him God? - Epicurus

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                    • #11
                      I always welcome creative ideas like yours, Aussie_lurker! I tend to approach things from the realistic point of view though. That's why I think these discussione are rather pointless. Game concepts are only changed by programmers when something is really flawed... IMO this is not the case. Creative thinking is always appreciated though!

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                      • #12
                        Rebuilding of improvements for a reduced cost is a great idea.

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