There is one big issue regarding demo eight that I think we need to discuss now. Numerous people have complained, and still do, about the "whack-a-mole" nature of having to chase down by hand small enemy units. These enemy units can be generated either by units of another civ sneaking by your main forces, or appearing due to rioting. I find this one of the more frustrating elements of the game as it exists now myself. If we can come up with a quick and dirty fix for this problem before the release of demo eight, I think it would be well worth it.
There are two somewhat separate issues that I want to elaborate upon here. As mentioned above there is the issue of enemy units in "home" territory that can take extraordinary efforts to track down because of the simultaneous movement system. I'll refer to that as the "unit" problem. In addition there is a " land" problem that can remain even after the enemy unit is dead. Where you have to move through every single previously-controlled square to re-establish control. Generally the unit problem is worse than the square problem, since you can always just arrange a movement path to go over previously-conquered squares to reclaim them.
One solution that occurs to me is a "patrol" order. A task force with this order would have a movement path entered, and be responsible for controlling an area within a certain number of squares or movement points from that path. For a linear movement point on a flat plan the TF would then attempt to control a rectangular piece of the map. If all the ground were under friendly control and there were no enemy units with in the area that the unit is responsible for, the unit would simply patrol back and forth along its movement path. If an enemy TF , either of another civ, or a rebel, were identified within the area, the patrolling TF would attempt to attack it. The patrolling TF would only consider the enemy TF a target if the patrolling TF were significantly large to take the enemy out. If the patrolling TF does not have an enemy TF that it considers a valid target but there are enemy-controlled squares within its area, then it would move to those squares to reestablish control.
If this sort of thing is practical, then I think it would solve most of the problems of player frustration from whack a mole. It would still be possible for the enemy TF to lead the patrolling TF on a bit of a chase. But if the chase didn't usually last too long it wouldn't be a huge deal. One other modification that might help would be having the unit movement rates reduced as supply reduces combat power. That way a rebel unit might expect to be moving slower once it is expelled from its home territory, and be easier to chase down. Certainly having more than one TF on patrol for overlapping areas would also make it much easier to chase down any interloper.
I would like to see some brainstorming of ideas for how to solve this issue at least crudely in a way that doesn't take too much effort. I think solving the unit problem is more important than solving the land problem, although potential fix is that would address both are of course best. Also, I'd like to hear if the idea on patrolling units above is something that can reasonably be implemented given current capabilities.
There are two somewhat separate issues that I want to elaborate upon here. As mentioned above there is the issue of enemy units in "home" territory that can take extraordinary efforts to track down because of the simultaneous movement system. I'll refer to that as the "unit" problem. In addition there is a " land" problem that can remain even after the enemy unit is dead. Where you have to move through every single previously-controlled square to re-establish control. Generally the unit problem is worse than the square problem, since you can always just arrange a movement path to go over previously-conquered squares to reclaim them.
One solution that occurs to me is a "patrol" order. A task force with this order would have a movement path entered, and be responsible for controlling an area within a certain number of squares or movement points from that path. For a linear movement point on a flat plan the TF would then attempt to control a rectangular piece of the map. If all the ground were under friendly control and there were no enemy units with in the area that the unit is responsible for, the unit would simply patrol back and forth along its movement path. If an enemy TF , either of another civ, or a rebel, were identified within the area, the patrolling TF would attempt to attack it. The patrolling TF would only consider the enemy TF a target if the patrolling TF were significantly large to take the enemy out. If the patrolling TF does not have an enemy TF that it considers a valid target but there are enemy-controlled squares within its area, then it would move to those squares to reestablish control.
If this sort of thing is practical, then I think it would solve most of the problems of player frustration from whack a mole. It would still be possible for the enemy TF to lead the patrolling TF on a bit of a chase. But if the chase didn't usually last too long it wouldn't be a huge deal. One other modification that might help would be having the unit movement rates reduced as supply reduces combat power. That way a rebel unit might expect to be moving slower once it is expelled from its home territory, and be easier to chase down. Certainly having more than one TF on patrol for overlapping areas would also make it much easier to chase down any interloper.
I would like to see some brainstorming of ideas for how to solve this issue at least crudely in a way that doesn't take too much effort. I think solving the unit problem is more important than solving the land problem, although potential fix is that would address both are of course best. Also, I'd like to hear if the idea on patrolling units above is something that can reasonably be implemented given current capabilities.
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