Hello all. I've been in communication with Yin & Redleg both. Redleg & I have teamed up to do this summary, I will post my part of the summary (of v. 1.2 only) here 1st. Many thanks to Cybershy for caring for this thread when no one else could! So, with out further ado:
COMBAT
Summary of v. 1.2
STACKING
Limit size of stacks, to 5? Stacks must be in the same square at the
beginning of a turn to combine, outside enemy ZOC's unless in a city.
Units move together but attack individually. Bonuses for certain combinations of unit types (air, ground, and artillery)? All, some, or none of the stacked units may attack.
No more than 2-3 units in a stack can defend. Will not necessarily be the strongest units. Stack "breaks" if the 2-3 killed. Rest of stack must then retreat (see below). If cannot, destroyed. May retreat onto transports (Dunkirk). This will reduce transports MP's next turn.
(Francis)
Liked CtP stacked combat.
(Mr. Bigglesworth)
Max in stack should be 9, not 5. All units in stack should fight, but agrees that losing
key units could cause retreat.
(Eggman)
Varying stack size:
Supply rules would help limit stack size. Organizational advances in the Tech Tree could also limit size until late game.
Initial stack is approx. 4-5 units. Other things to increase size:
Generalship tech, or a general unit.
Units that require an internal organization, like Phalanx or Legion.
Bureaucracy/Centralization Social Engineering or tech.
Military advances of Conscription, General Staff, Divisional Organization, Military
Academy, etc., would greatly increase stack size.
Also:
Macadamizing (cheaper all-weather hard-surface roads, better supply)
Canned Food (better storage of bulk food for depots and transport)
Railroads (allowed million-man armies of WWI to be deployed and supplied)
In game terms, perhaps an initial limit of 6 or 8 by Medieval or early Gunpowder
times, rising to 40 before radio & telephones raise it again in the 20th century. Suggested limiting max to 30 by modern times.
Reasoning: No matter how big the ancient armies got, w/o a chain of command most of them were just on the battlefield as spectators.
(Diodorus Sicilus)
Who attacks whom in stack is random. Ranged units only ranged vs. their era & older.
Give a bonus for having infantry / mobile / ranged units stacked together.
(Ember)
Stacks should be able to have more than 9.
Have the primary attacker + half #2 + 1/3 #3 + 1/4 #4 (etc.) strengths added together;
also for defender. This would represent that while you can always draw support,
sometimes that support is effectively non-existent; also you can only focus your attack
on a few defenders/attackers.
Collateral damage (SMAC style) would then be limited proportionally to the amount
of support that unit could provide to the combat.
(Darkstarr)
RETREAT
Vets may retreat after taking >50% damage. Less experienced units
may fail to retreat. Player option when to retreat. Player chooses where to retreat to,
with the MP's used deducted from next turn. If cannot retreat, must stay & fight to
death. May retreat into squares held by friendly units, even if in enemy ZOC.
Attackers may also retreat; mobile units can retreat even if greater damage taken.
Units in square not in combat:
There's a chance the rest of the units will scatter (retreat) when stack loses units. Approx. 25% after 1st unit defeated, 50% after 2nd, 75% after 3rd, 100% after 4th.
(Francis)
Stalemates. Both sides can be damaged but neither is destroyed.
(Mo)
Retreat by routing sounds good, but questions if is too complex. The computer, not the
player, should decide who retreats.
(Eggman)
Routing/retreating could be interesting, but it would lengthen the game.
(Darkstarr)
Only attackers should be able to retreat.
(Mr. Bigglesworth)
Retreat option is a good idea because few battles resulted in the complete
annihilation of either side. Using a well-made battle screen; if 1 side reaches a # of
casualties it starts to retreat. If enemy has a mobile unit w/same or better MOVE than
retreating unit & hasn't been damaged, that unit can pursue. If unopposed by a fresh
enemy mobile unit, it will inflict damage beyond it's normal ability to do damage.
This keeps combat a gamble: There's no easy out if something goes wrong.
(Diodorus Sicilus)
OTHER
If units survive battles often (due to retreat) there will be problems if repairs stay free. Suggests having to pay for repairs on x# of gold à x# of shields repaired. If retreats/stalemates allowed then city sieges become pointless as units will be repaired by next turn (barracks, etc.); units will rarely be destroyed.
(Ember)
Agreed that Ember's idea will make siege warfare possible.
(Flavor Dave)
Better AI to take advantage of terrain in siege warfare: knowing how, when where to
build defenses near an enemy city, with roads connecting to defenses.
Bombers should be able to target specific city improvements.
(AXM)
Supports specific targeting by bombers, suggests weapons to attack only populace.
(NotLikeTea)
Bombers should have poor chance of success with specific targeting until laser
targeting available. Suggested air missions to attack populace instead.
(Theben)
Bombarding & ranged combat:
The # of rounds of bombard should be = current HP's of attacker. Air units can only
bombard.
(Ember)
Scrap att/def values, replace with LASS (land/air/sea/space):
The player could buy STR points for each category when the appropriate
technology is gained.
Ancient (land) units would have approx. 1-5 STR for land, 0 air/sea/space.
Renaissance (land) units would have approx. 4-7 STR land, 0 air. 1-2 sea, 0 space.
Modern (land) units approx. 7-12 land, 0-6 air, 2-7 sea, 0-? space.
Graphics would change radically when STR's, HP's, options, changed in workshop.
Combat between different domains is always treated as bombard. Bombards cannot
destroy a unit, but may disable a 'unit option' (i.e. "carry air"; sinks carriers but not fleet). Not all unit options can be disabled, just certain ones.
Modifiers between like units:
-Terrain. Some applies to both attacker & defender (infantry in cities, mobile units in
open, special option units [alpine, marines] in their specialized terrain), while other
terrain only applies to defender.
-Military morale, happiness, & tech bonuses (techs that would give a minor advantage
to combat that are otherwise too small for the workshop; i.e. writing, telegraph,
satellite mapping).
-Random Combat Events: % results; 1=disaster for attacker, 100=same for
defender. Most results have no effect, but applied each time combat occurs.
Reasons:
-Combat in CIV is strategic, attacker & defender change often during battles.
-SMAC combat doesn't take attacker's armor & defender's weapons in account
-Would work well with modified workshop
(Theben)
Liked LASS, suggested adding Range to units.
(Eggman)
Military units cannot take advantage of spy/partisan immunities to ZOC.
(AXM, Francis)
Recon: The ability for a unit to see what another army's size &/or unit composition is.
Similar to the "variable vision" in CtP.
(Diodorus Sicilus)
Diplomatic random events [w/ effects on combat?].
(NotLikeTea)
Thanks to Francis, Diodorus Sicilus, NotLikeTea, Mingko, Mr. Bigglesworth, AXM, Eggman, Darkstarr, Flavor Dave, Ember, and Mo for their help in making this summary possible. Redleg will finish this summary. In the meantime, keep posting! J
COMBAT
Summary of v. 1.2
STACKING
Limit size of stacks, to 5? Stacks must be in the same square at the
beginning of a turn to combine, outside enemy ZOC's unless in a city.
Units move together but attack individually. Bonuses for certain combinations of unit types (air, ground, and artillery)? All, some, or none of the stacked units may attack.
No more than 2-3 units in a stack can defend. Will not necessarily be the strongest units. Stack "breaks" if the 2-3 killed. Rest of stack must then retreat (see below). If cannot, destroyed. May retreat onto transports (Dunkirk). This will reduce transports MP's next turn.
(Francis)
Liked CtP stacked combat.
(Mr. Bigglesworth)
Max in stack should be 9, not 5. All units in stack should fight, but agrees that losing
key units could cause retreat.
(Eggman)
Varying stack size:
Supply rules would help limit stack size. Organizational advances in the Tech Tree could also limit size until late game.
Initial stack is approx. 4-5 units. Other things to increase size:
Generalship tech, or a general unit.
Units that require an internal organization, like Phalanx or Legion.
Bureaucracy/Centralization Social Engineering or tech.
Military advances of Conscription, General Staff, Divisional Organization, Military
Academy, etc., would greatly increase stack size.
Also:
Macadamizing (cheaper all-weather hard-surface roads, better supply)
Canned Food (better storage of bulk food for depots and transport)
Railroads (allowed million-man armies of WWI to be deployed and supplied)
In game terms, perhaps an initial limit of 6 or 8 by Medieval or early Gunpowder
times, rising to 40 before radio & telephones raise it again in the 20th century. Suggested limiting max to 30 by modern times.
Reasoning: No matter how big the ancient armies got, w/o a chain of command most of them were just on the battlefield as spectators.
(Diodorus Sicilus)
Who attacks whom in stack is random. Ranged units only ranged vs. their era & older.
Give a bonus for having infantry / mobile / ranged units stacked together.
(Ember)
Stacks should be able to have more than 9.
Have the primary attacker + half #2 + 1/3 #3 + 1/4 #4 (etc.) strengths added together;
also for defender. This would represent that while you can always draw support,
sometimes that support is effectively non-existent; also you can only focus your attack
on a few defenders/attackers.
Collateral damage (SMAC style) would then be limited proportionally to the amount
of support that unit could provide to the combat.
(Darkstarr)
RETREAT
Vets may retreat after taking >50% damage. Less experienced units
may fail to retreat. Player option when to retreat. Player chooses where to retreat to,
with the MP's used deducted from next turn. If cannot retreat, must stay & fight to
death. May retreat into squares held by friendly units, even if in enemy ZOC.
Attackers may also retreat; mobile units can retreat even if greater damage taken.
Units in square not in combat:
There's a chance the rest of the units will scatter (retreat) when stack loses units. Approx. 25% after 1st unit defeated, 50% after 2nd, 75% after 3rd, 100% after 4th.
(Francis)
Stalemates. Both sides can be damaged but neither is destroyed.
(Mo)
Retreat by routing sounds good, but questions if is too complex. The computer, not the
player, should decide who retreats.
(Eggman)
Routing/retreating could be interesting, but it would lengthen the game.
(Darkstarr)
Only attackers should be able to retreat.
(Mr. Bigglesworth)
Retreat option is a good idea because few battles resulted in the complete
annihilation of either side. Using a well-made battle screen; if 1 side reaches a # of
casualties it starts to retreat. If enemy has a mobile unit w/same or better MOVE than
retreating unit & hasn't been damaged, that unit can pursue. If unopposed by a fresh
enemy mobile unit, it will inflict damage beyond it's normal ability to do damage.
This keeps combat a gamble: There's no easy out if something goes wrong.
(Diodorus Sicilus)
OTHER
If units survive battles often (due to retreat) there will be problems if repairs stay free. Suggests having to pay for repairs on x# of gold à x# of shields repaired. If retreats/stalemates allowed then city sieges become pointless as units will be repaired by next turn (barracks, etc.); units will rarely be destroyed.
(Ember)
Agreed that Ember's idea will make siege warfare possible.
(Flavor Dave)
Better AI to take advantage of terrain in siege warfare: knowing how, when where to
build defenses near an enemy city, with roads connecting to defenses.
Bombers should be able to target specific city improvements.
(AXM)
Supports specific targeting by bombers, suggests weapons to attack only populace.
(NotLikeTea)
Bombers should have poor chance of success with specific targeting until laser
targeting available. Suggested air missions to attack populace instead.
(Theben)
Bombarding & ranged combat:
The # of rounds of bombard should be = current HP's of attacker. Air units can only
bombard.
(Ember)
Scrap att/def values, replace with LASS (land/air/sea/space):
The player could buy STR points for each category when the appropriate
technology is gained.
Ancient (land) units would have approx. 1-5 STR for land, 0 air/sea/space.
Renaissance (land) units would have approx. 4-7 STR land, 0 air. 1-2 sea, 0 space.
Modern (land) units approx. 7-12 land, 0-6 air, 2-7 sea, 0-? space.
Graphics would change radically when STR's, HP's, options, changed in workshop.
Combat between different domains is always treated as bombard. Bombards cannot
destroy a unit, but may disable a 'unit option' (i.e. "carry air"; sinks carriers but not fleet). Not all unit options can be disabled, just certain ones.
Modifiers between like units:
-Terrain. Some applies to both attacker & defender (infantry in cities, mobile units in
open, special option units [alpine, marines] in their specialized terrain), while other
terrain only applies to defender.
-Military morale, happiness, & tech bonuses (techs that would give a minor advantage
to combat that are otherwise too small for the workshop; i.e. writing, telegraph,
satellite mapping).
-Random Combat Events: % results; 1=disaster for attacker, 100=same for
defender. Most results have no effect, but applied each time combat occurs.
Reasons:
-Combat in CIV is strategic, attacker & defender change often during battles.
-SMAC combat doesn't take attacker's armor & defender's weapons in account
-Would work well with modified workshop
(Theben)
Liked LASS, suggested adding Range to units.
(Eggman)
Military units cannot take advantage of spy/partisan immunities to ZOC.
(AXM, Francis)
Recon: The ability for a unit to see what another army's size &/or unit composition is.
Similar to the "variable vision" in CtP.
(Diodorus Sicilus)
Diplomatic random events [w/ effects on combat?].
(NotLikeTea)
Thanks to Francis, Diodorus Sicilus, NotLikeTea, Mingko, Mr. Bigglesworth, AXM, Eggman, Darkstarr, Flavor Dave, Ember, and Mo for their help in making this summary possible. Redleg will finish this summary. In the meantime, keep posting! J
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