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  • COMBAT (ver 1.2) hosted by CyberShy

    Since Redleg is busy training and won't be back for a while, I'll take over from him till he comes back.

    This discussion continues where <a href = "http://apolyton.net/forums/Forum28/HTML/000093.html">ver 1.1</a> ended.

    I'll create a summary for Firaxis as soon as possible, and publish that summary in here.
    If you think I've forgotten your idea(s) or I've misunderstood them, notify me.

    This Thread is about Combat ! Not about the units, but about the way combats happens. The interface, the impact etc . etc.

    Have fun !

    <font size=1 color=444444>[This message has been edited by yin26 (edited June 17, 1999).]</font>
    Formerly known as "CyberShy"
    Carpe Diem tamen Memento Mori

  • #2
    Well, this covers both units and combat, but I'll put it here anyway. If someone else has mentioned this before my apologies...

    Civ2 missiles were greatly affected by the AEGIS flag. However, in SMAC a missile is a guaranteed kill. Even a reactor level 1 missile attacking a reactor 4, DEF 12, AAA unit will automatically kill it. This needs to be fixed.

    I'll be back later with a lot more.
    Ciao
    I'm consitently stupid- Japher
    I think that opinion in the United States is decidedly different from the rest of the world because we have a free press -- by free, I mean a virgorously presented right wing point of view on the air and available to all.- Ned

    Comment


    • #3
      Re: Stacks. Realism aside, it definitely would make war easier. Here's a proposal for those who fear a stack would be too powerful, based partly my dim memories of playing board wargames:

      1. Limit the size of stacks. Perhaps no more than 5 units together? Stacks must combine before any unit has moved, i.e., they must be in the same square at the beginning of a turn, and not in enemy ZOC unless in a city.

      2. Units move together, but attack individually, though perhaps they do get a combat modifier if the stack combines, say, inf/armor/artillery; additional bonus if there's air support. All, some, or none of the stacked units may attack. No slipping past ZOC with a partisan or spy for stacks--that would be silly. I suppose you could still do this with the individual units, but they would not be able to re-combine as a stack while in enemy ZOC, or after they had moved, and so would lose the stack bonus.

      3. No more than, say, two or three units in a stack can defend. And it won't necessarily be the strongest units. Say two units defend individually against attackers. if they are both defeated (one way or another-see point 4) the stack "breaks."

      4. Non-defeat combat resolution should be implemented. Perhaps vets (being smarter)have a chance to retreat after taking >50% damage. Green (non-vet) units may simply be smashed. Retreat should be a player option--maybe you're yellow and the attacker is red, and you like your chances. Or maybe you really need to hold that pass. If you decide to retreat, you choose where to go, as long as your unit has the MP to go there. The MPs used will be deducted from next turn's movement capability. If a unit cannot retreat because of limited movement, or because there is no square not covered by enemy ZOC, the unit must stand and fight until it wins or loses. Units may retreat into square held by friendly units, even if they are in enemy ZOC. (Note that the situation might change--a unit takes 50% damage, but has nowhere to retreat. Defender then defeats attacker 1. Attacker 2 initiates combat, but because your unit is below 50%, you immediately get the option to retreat. The elimination of Attacker 1 has opened up a square free of enemy ZOC, so this time you can retreat, and do so.) Attackers should also have the ability to break off combat when they hit 50% or less--perhaps even at, say, 75% or less for mobile units and air units, which can make quick getaways.

      5. "Broken" stacks: Once the units in the stack that can defend have been defeated, the rest of the stack MUST retreat. If they cannot do so, they are destroyed. Retreating onto a transport is an option ("Dunkirk") if you have one nearby. The transport's movement capacity next turn is reduced by the number of MPs expended in the rescue.

      So what do you think about that? Preserves the "ease of play" rationale for stacks, gives them an offensive benefit but does not give them an overwhelming attack advantage, and provides a way to take out these armies by surrounding them. Implementing a "retreat" option helps the defenders, and makes the attacker think twice about running deep into enemy territory--a clever player can deploy units to surround a stack or stacks, attack selectively with the best units available, and destroy powerful armies.

      6. Units in the same square but not "stacked": Attacker chooses which unit to attack. For each unit in the square which is defeated (destroyed or retreats), there's a chance the rest of the units will scatter in disarray (i.e., retreat). Maybe it's 25% after the first unit defeated, 50% after 2, 85% after 3, 100% after 4.

      Reactions?

      Comment


      • #4
        Theben:
        In SMAC I've had to launch up to 4 cruise missiles to kill a 1-6-1 AAA. If the defender was in a city with an aerospace complex it would take even more. Smac missiles aren't a sure kill.

        Non-defeat combat:
        I would also like to see a stale mate. Both sides damaged but niether is destroyed.

        Comment


        • #5
          While the concept of routed stacks sounds nice, remember that the "fight to the death" combat of Civ2 and CTP simplifies the game greatly. If units can be routed, it has to be easy to implement as to not make the game too complex.

          The choice to retreat should be out of your hands. Let the stack retreat or fight to the death on its own. Civ is not a tactical combat game.

          If you can put multiple stacks on one square, a size five might work (though it seems too small to me). If you can't, then five is too small. Nine, like CTP, seems reasonable.

          And stacks should fight like a group (not one big unit, but as a group of units), not just one or two units. Otherwise, what's the point of the stack? It's an army. However, having a couple of key units destroyed cause a retreat is a good concept IMHO.

          Comment


          • #6
            Mo,
            Is there a patch after 3.0 that fixes it? I've had Yang kill my 8-5AAA-6*2 cruisers (and similar ground troops) with regular ease using level 1 reactor missiles.
            I'm consitently stupid- Japher
            I think that opinion in the United States is decidedly different from the rest of the world because we have a free press -- by free, I mean a virgorously presented right wing point of view on the air and available to all.- Ned

            Comment


            • #7
              I think that the stacked combat of CtP works great, and is a great improvement from Civ 2. It adds a lot of strategy. I do believe that a retreat option would add to the game, but only for the attacker. This attacker only option worked great in the old Axis and Allies board game that i had, it added suspense for the defender and a tough choice for the attacker. Say there was a stack of five, and you had no idea what composed it. If you gave your armies the order to attack, and they did and then saw that there were fortified mech infantry, the commanders would have second thoughts.
              "When Mr. Bigglesworth gets upset, people DIE!"
              - Dr. Evil

              Comment


              • #8
                Some of this is a rehash of things I posted some time ago, when the Threads were young and so were we all...
                The ability to see what your stack (army?) is going up against could be covered by a 'recon ability' in the units: similar to the variable vision thing in the CtP system, where if you had a Light Horseman (ancient) or Hussar (Early Modern) or Ranger (Modern) units in the stack you could tell what number and possibly what type of units were in the stack ahead.
                Retreat option was suggested long ago since very few battles result in the complete annihilation of either side. I suggested that using the Battle Screen (done right!) of CtP, if one side hit a number of casualties or "negative morale points" (entire front line is wiped out in the first round, rest Think Again about the whole battle idea) it starts to retreat. If the other side has a mobile unit (same or better mobility than the enemy) that is fresh - no losses - that unit can be launched in Pursuit. A pursuing unit that is unopposed by a fresh enemy mobile unit inflicts casualties all out of proportion to its strength or size - "saber 'em down!" as the old saying goes. This makes the retreat option not just a way to avoid having anything decisive happen to you - it's still a gamble to go into battle.
                Varying sizes of stacks. If there were supply rules, they would go a long way towards making large stacks effectively impossible for most of the game: simply not possible to supply htem unless they stay on the coast where ships can haul in bulk food. The other possibility is to reflect in the Tech Tree the organizational advances that led to Mass Armies of the Napoleonic era and afterwards:
                Divisional Organization
                Conscription
                Military Academy
                General Staff
                All of which led to the massive increase in army size (stack size) between 1790 and 1815 and afterwards. These were combined, of course, with the invention of Macadamizing (cheaper all-weather hard-surface roads, beter supply), Canned Food (better storage of bulk food for depots and transport), and, the big one: railroads, which allowed the multi-million-man armies of WWI to be deployed and supplied.

                Comment


                • #9
                  There is one important consideration if there are lots of battles in which units on both sides don't get destroyed. Defending units normally can be repaired very easily and cheaply (free).
                  This could be corrected by making repairs cost gold proportional to the shield cost to repair units.

                  Stacked combat
                  stack size of ~6.
                  Each round of combat is one potential 'hit'. Who attacks who is randomized.
                  Ranged units are only ranged against their age and lower. All modern units are ranged against older units.

                  The other way to do it is give a bonus for having infantry / mobile / ranged units together.

                  For bombards and ranged combat. The number of rounds of bombard should be proportional to HP of the attacker, otherwise an artillery unit with 1 HP is just as effective as one with 20 HP, same goes for air units. Air units can only bombard.

                  ------------------
                  "Any technology, sufficiently advanced,
                  is indistinguishable from magic"
                  -Arthur C. Clark
                  "Any technology, sufficiently advanced,
                  is indistinguishable from magic"
                  -Arthur C. Clark

                  Comment


                  • #10
                    If you allow stacking, then it shouldn't be limited to just 9. Those are some mighty big land area tiles. And a Carrier Group quite capable of having more than 9 (Civ/SMAC style) units in it. With stacks group move and what not, its a lot more convienent to move things around.

                    So up stack limit. However, the best thing to do might to be to have primary attacker + half #2 + 1/3 #3 + 1/4 #4 strengths added together... contining until you have run out of attackers. Then do something similar for the defenders... This would represent that while you can always draw support (for attacking or defending), sometimes that support is so ineffectual as to be non-existant (a pat on the back, a pack of smokes, whatever). And you can only focus your attack on a couple of defending elements, so it makes sense on both sides of the combat.

                    Collaterial damage (SMAC style) would then be limited proportionally to the amount of support that unit could provide to the defender.

                    Routing of defender or attacker could be interesting, but it would lengthen the game. you'd end up having those hunt and seek attacks that chased someone back to a city. No telling how much longer it could make a game though...

                    -Darkstar
                    -Darkstar
                    (Knight Errant Of Spam)

                    Comment


                    • #11
                      "Defending units normally can be repaired very easily and cheaply (free).
                      This could be corrected by making repairs cost gold proportional to the shield cost to repair units."

                      "Corrected?" Please explain. Unless you're addicted to AofE;-), I don't see what's wrong with the Civ2 method.

                      Comment


                      • #12
                        As it stands now, one unit is always destroyed in combat, free repairs are not a big problem.
                        Many suggestions involve having stalemates of somekind or much more artillery ability.
                        If you can repair free this gives a Huge advantage to defenders in cities, because they will often be at full strength again next turn, making sieges with artillery and some stalemated assults have no positive effect. If they had to pay for repairs then you could drain their tressury if they supported a besieged city long enough, giving anouther interesting tactic, When do you abandon the cost of supporting a besieged city?

                        ------------------
                        "Any technology, sufficiently advanced,
                        is indistinguishable from magic"
                        -Arthur C. Clark
                        "Any technology, sufficiently advanced,
                        is indistinguishable from magic"
                        -Arthur C. Clark

                        Comment


                        • #13



                          <font size=1 color=444444>[This message has been edited by Knight_Errant (edited June 19, 1999).]</font>

                          Comment


                          • #14
                            Sorry, just found a place for the above topic. Please ignore it.

                            Comment


                            • #15
                              Stacking Limits should vary with technology and military organization. No matter how big the ancient armies got, without a chain of command most of them were just on the battlefield as spectators. Therefore:
                              Initial Stack would be no more than 4-5 units. Add the advance of Generalship (or an actual general unit, which has been suggested elsewhere) and that limit goes up. Have units that require an internal organization, like Phalanx or Legion, and the limit goes up again. Bureaucracy might also increase it.
                              Add the early modern and modern military advances of Conscription, General Staff, Divisional Organization, etc. And the limit effectively goes through the roof. Early 18th century battles got out of hand with more than 50,000 on a side (Malplaquet had 150,000 and 75,000 and neither commander could keep track of what was happening) - which may be the effective upper limit for a 'pre-modern' force to be controlled. By the end of the Napoleonic Wars, with Conscription and Divisional Organization the limit was about 150,000-200,000. Add modern General Staff, and the European Wars of 1866-1870 saw 250,000-300,000 on the field.
                              In other words, about a 500-600% increase in 'stacking limit'. In game terms, perhaps an initial limit of 6 or 8 by Medieval or early Gunpwder times, rising to 40 before radio and telephonery raise it again in the 2th century. Since 40 is effectively 'off the chart' in the current games, use a sliding scale so that the limit goes from perhaps as low as 4 at the start to 30 max with all the modern improvements. This means, in effect, that we use a sliding scale for the size of the units, but that can be justified by the huge size of the individual tiles: they'll hold almost anything.

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