I have had a few complaints about summaries at the begginning at the thread, so here is where the summary for UNITS will be from now on.
UNITS
Spy Planes-multiple turns of feul, long range, no armor or weapon. Used for scouting.
Patriots-draftees from cities
Sea Engineers-terraform the sea
Supply Trucks-supply one nutrient/mineral/gold(whichever is chosen) from home city
to city truck is assigned to.
Assassin-Like spy, except kills prominent researchers or builders to set enemy back.
Anti-sub Helicopter-Maybe with a sonar beacon that extends a square in every
direction so you can pick up the subs?
Merchant Fleet-Caravans on the sea. I like this one _a lot_.
Air Transport-Airplane that transports units
AWAC-Like spy plane, but shorter range. Gives support to any attacked air units
within 4 squares.
Spy Sattelites-Keep constant watch over a certain area.
Refugee-If city is captured, this unit appears. Can add its population to another city. No
offense or defense.
Intelligance(sp?) Unit - Anti-spy protection
Longbowmen-Advanced archers
Cannonades-Between Cannons and Artillery
Arqbues-Between longbowmen and musketeers
Biplane-Drops paratroopers
Guerrila-ignore ZOCs, but have weak attack. Mainly for pillaging and defense.
Mobile Radar Jammer-creates "cloud" of blackness one square in every direction
Crop Plauge Plane-Destroys farm and irrigation
Mobile SAM-doubles defense of units stacked with it against air attacks
Mobile SDI-obvious
V2s-Missle that destroys all units and improvements in square
Nuclear Bombs-Armed on bombers and dropped
Decoys-Fake units with no attack or defense that are used to draw the enemy out of
position
Officers-Units that add morale to other units with them in stack. Appear randomly at
first, then trained later in game.
National Guard-Appointed like elvises or scientists. At first the weaker version,
seasonal army. Then, with appropriate advance, it turns into the more powerful National
Guard.
CONCEPTS
Losing Experience-Over time, units not in battle slowly lose experience down to the "hardened" level, assuming we have the SMAC morale in Civ3.
Flags-Not just colors, real flags that you could customize if you wanted to using
Clarisworks or something
Graphics-Make sure units look like what they're supposed to be, not like in SMAC.
Maybe have units from different cultures look different?
Air-Completely automate air units
Transport size-Units are given size ratings. Transport units can hold a certain size
rating. Prevents the eternally annoying transports that can hold 8 tanks but not 9 spies.
Range-Different range missles depending on tech.
Cash-Units should cost money instead of minerals to support
Off Alert-Take units off alert. They gather their own resources when off alert, so
support canceled. Attack and Defense lowered, though.
Nukes-nuked area cannot be entered by units for x turns. If city is nuked, city cannot
build buildings for x turns. Nuked country can launch "retaliation attack" automaticly
when nuked. Increase range of nukes. Give nukes effects of PB's from SMAC?
Long-range attacking units-catpults and other long-range units can attack from a few
squares away
Raising armies-instead of building armies, you raise them through your cities
Support-Nation supports unit instead of city.
Tech upgrades-Option to upgrade units with whatever you discover once you discover
it. Example: You have an archers unit defending a town. You discover Bronze
Working.You can now add bronze armor to your archer unit if you wish.
Seperate armies and weapons-The people are drafted from a city while their weapons
are built in another.
Training Grounds-Not letting certain units that have to be trained, like an archer or a
knight, be built until barracks are built.
Upgrade-Upgrade unit when new tech comes.
Cost-Cost of maintinance should grow or decrease over time.
Morale-Morale levels for units like SMAC.
Veteran-Over time, units gain morale levels.
Missle Silos-terrain improvement. Have a 50% chance of surviving nuke blast. Units
inside not damaged if silo survives, destroyed if silo destroyed.
COPIED FROM POSTERS(I hope noone minds)
offense: this value determines the amount of damage done with a successful hit before
modifiers.
defense: this value is how much less damage a unit takes from a successful hit by
another unit due to armor, mobility, etc.
hit points: this value is how much damage the unit takes before it pushes up daisies.
morale: this value determines the percentage to successfully land a hit and also
modifies the offensive value by a set percentage modifier. it also eventually increases
with successive (successful) battles. let's say it ranges from 1 to 5 (as in smac but a less
prosaic form).
range: movement points per turn.
now let's wade through an example title bout: in this corner, a rookie legion is attacking
the veteran chariot in black trunks... ding ding!
"legion x" (o:4/d:2/h:10/m:1)
"chariot y" (o:4/d:1/h:10/m:4)
let's also assume that the battle is to the death (as in the coliseum of yore)...
round 1 (part a):
x attacks y. x has a 1 in 5 chance of hitting y (due to his cruddy morale). x luckily
manages to hit y. (first blood goes to the young punk!). x does 4 damage (+0% due to
low morale) and y subtracts only 1 damage due to his defense value and gains no
bonuses because he wasn't fortified at the end of the previous turn and is standing on
a plains tile (next time seek some cover at the end of the turn).
x finally deals 3 damage total to y.
y has 7 hit points remaining.
round 1 (part deux):
y counterattacks x in his phase of combat (if x had managed to deal 10 hit points after
modifiers and minus y's defense in the first hit, y wouldn't be counterattacking, he'd be
dead). y has a 4 in 5 chance of hitting x. y hits (hey, you gotta like the odds). y does 4
damage +80% due to high morale (alright, we can rescale this during beta-testing 'cause
that might be a bit too high). y actually does 7 damage and x defends 2 hit points due to
his fancy roman shield. x is also standing on a forest which gives +50% to his defense
rating. x defends an additional 1 hit point of damage. x is down to 6 hit points.
round 2: (part one) x attacks y again...
And so on until one of them (presumably x) is dead. this favors a strongly moraled
attacker and bonuses could accrue to the defender based on terrain/fortification/city
walls (adding a bonus to the defense rating). The beauty is that more advanced units
gain in hit points and defense to the point where even the most veteran phalanx could
never have enough of an offensive rating to overcome the natural defense rating of a
tank, let alone dent it's hit points enough to kill the tank before the fatal blow is
returned. the escalating defense rating of the advanced units would essentially block all
the damage of an inferior unit whether or not the unit scored a successful hit and the
retribution strike would be so likely to kill with the first successful hit with rising
offensive values. even an inexperienced tank unit (which would land a hit only 20% of
the time) would eventually kill the phalanx before any hit points could _ever_ be taken
off him.
Additionally, stacked combat could be resolved unit vs. unit as in smac in this manner
with collateral damage confered on the surviving stack members of the losing defender.
This system also works exactly the same with artillery, air to ground combat or ship to
ship, except that there is no counterattack phase to each round unless the defender unit
y) has a long distance attack (artillery, anti-air or ship based cannon, respectively) as
well.
If I missed any, please let me know!
UNITS
Spy Planes-multiple turns of feul, long range, no armor or weapon. Used for scouting.
Patriots-draftees from cities
Sea Engineers-terraform the sea
Supply Trucks-supply one nutrient/mineral/gold(whichever is chosen) from home city
to city truck is assigned to.
Assassin-Like spy, except kills prominent researchers or builders to set enemy back.
Anti-sub Helicopter-Maybe with a sonar beacon that extends a square in every
direction so you can pick up the subs?
Merchant Fleet-Caravans on the sea. I like this one _a lot_.
Air Transport-Airplane that transports units
AWAC-Like spy plane, but shorter range. Gives support to any attacked air units
within 4 squares.
Spy Sattelites-Keep constant watch over a certain area.
Refugee-If city is captured, this unit appears. Can add its population to another city. No
offense or defense.
Intelligance(sp?) Unit - Anti-spy protection
Longbowmen-Advanced archers
Cannonades-Between Cannons and Artillery
Arqbues-Between longbowmen and musketeers
Biplane-Drops paratroopers
Guerrila-ignore ZOCs, but have weak attack. Mainly for pillaging and defense.
Mobile Radar Jammer-creates "cloud" of blackness one square in every direction
Crop Plauge Plane-Destroys farm and irrigation
Mobile SAM-doubles defense of units stacked with it against air attacks
Mobile SDI-obvious
V2s-Missle that destroys all units and improvements in square
Nuclear Bombs-Armed on bombers and dropped
Decoys-Fake units with no attack or defense that are used to draw the enemy out of
position
Officers-Units that add morale to other units with them in stack. Appear randomly at
first, then trained later in game.
National Guard-Appointed like elvises or scientists. At first the weaker version,
seasonal army. Then, with appropriate advance, it turns into the more powerful National
Guard.
CONCEPTS
Losing Experience-Over time, units not in battle slowly lose experience down to the "hardened" level, assuming we have the SMAC morale in Civ3.
Flags-Not just colors, real flags that you could customize if you wanted to using
Clarisworks or something
Graphics-Make sure units look like what they're supposed to be, not like in SMAC.
Maybe have units from different cultures look different?
Air-Completely automate air units
Transport size-Units are given size ratings. Transport units can hold a certain size
rating. Prevents the eternally annoying transports that can hold 8 tanks but not 9 spies.
Range-Different range missles depending on tech.
Cash-Units should cost money instead of minerals to support
Off Alert-Take units off alert. They gather their own resources when off alert, so
support canceled. Attack and Defense lowered, though.
Nukes-nuked area cannot be entered by units for x turns. If city is nuked, city cannot
build buildings for x turns. Nuked country can launch "retaliation attack" automaticly
when nuked. Increase range of nukes. Give nukes effects of PB's from SMAC?
Long-range attacking units-catpults and other long-range units can attack from a few
squares away
Raising armies-instead of building armies, you raise them through your cities
Support-Nation supports unit instead of city.
Tech upgrades-Option to upgrade units with whatever you discover once you discover
it. Example: You have an archers unit defending a town. You discover Bronze
Working.You can now add bronze armor to your archer unit if you wish.
Seperate armies and weapons-The people are drafted from a city while their weapons
are built in another.
Training Grounds-Not letting certain units that have to be trained, like an archer or a
knight, be built until barracks are built.
Upgrade-Upgrade unit when new tech comes.
Cost-Cost of maintinance should grow or decrease over time.
Morale-Morale levels for units like SMAC.
Veteran-Over time, units gain morale levels.
Missle Silos-terrain improvement. Have a 50% chance of surviving nuke blast. Units
inside not damaged if silo survives, destroyed if silo destroyed.
COPIED FROM POSTERS(I hope noone minds)
offense: this value determines the amount of damage done with a successful hit before
modifiers.
defense: this value is how much less damage a unit takes from a successful hit by
another unit due to armor, mobility, etc.
hit points: this value is how much damage the unit takes before it pushes up daisies.
morale: this value determines the percentage to successfully land a hit and also
modifies the offensive value by a set percentage modifier. it also eventually increases
with successive (successful) battles. let's say it ranges from 1 to 5 (as in smac but a less
prosaic form).
range: movement points per turn.
now let's wade through an example title bout: in this corner, a rookie legion is attacking
the veteran chariot in black trunks... ding ding!
"legion x" (o:4/d:2/h:10/m:1)
"chariot y" (o:4/d:1/h:10/m:4)
let's also assume that the battle is to the death (as in the coliseum of yore)...
round 1 (part a):
x attacks y. x has a 1 in 5 chance of hitting y (due to his cruddy morale). x luckily
manages to hit y. (first blood goes to the young punk!). x does 4 damage (+0% due to
low morale) and y subtracts only 1 damage due to his defense value and gains no
bonuses because he wasn't fortified at the end of the previous turn and is standing on
a plains tile (next time seek some cover at the end of the turn).
x finally deals 3 damage total to y.
y has 7 hit points remaining.
round 1 (part deux):
y counterattacks x in his phase of combat (if x had managed to deal 10 hit points after
modifiers and minus y's defense in the first hit, y wouldn't be counterattacking, he'd be
dead). y has a 4 in 5 chance of hitting x. y hits (hey, you gotta like the odds). y does 4
damage +80% due to high morale (alright, we can rescale this during beta-testing 'cause
that might be a bit too high). y actually does 7 damage and x defends 2 hit points due to
his fancy roman shield. x is also standing on a forest which gives +50% to his defense
rating. x defends an additional 1 hit point of damage. x is down to 6 hit points.
round 2: (part one) x attacks y again...
And so on until one of them (presumably x) is dead. this favors a strongly moraled
attacker and bonuses could accrue to the defender based on terrain/fortification/city
walls (adding a bonus to the defense rating). The beauty is that more advanced units
gain in hit points and defense to the point where even the most veteran phalanx could
never have enough of an offensive rating to overcome the natural defense rating of a
tank, let alone dent it's hit points enough to kill the tank before the fatal blow is
returned. the escalating defense rating of the advanced units would essentially block all
the damage of an inferior unit whether or not the unit scored a successful hit and the
retribution strike would be so likely to kill with the first successful hit with rising
offensive values. even an inexperienced tank unit (which would land a hit only 20% of
the time) would eventually kill the phalanx before any hit points could _ever_ be taken
off him.
Additionally, stacked combat could be resolved unit vs. unit as in smac in this manner
with collateral damage confered on the surviving stack members of the losing defender.
This system also works exactly the same with artillery, air to ground combat or ship to
ship, except that there is no counterattack phase to each round unless the defender unit
y) has a long distance attack (artillery, anti-air or ship based cannon, respectively) as
well.
If I missed any, please let me know!
Comment