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DESIGN: CtP2 Source Code released - our actions [brainstorm & discussion]
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Can you give an example of why the current system is a problem other than its issue of being bated by a single attacker?
If you change the system, you have to consider that the AI is not as smart at choices as the human. Changing anything should be carefully considered, since it always has the definite possibility of unbalancing towards the human player, and making for a worse game.
It seems to me that you have choices in active air defence, already. You just need to place them, in sufficient number, at where you wish to defend. Its also eminently sensible, since some aircraft can bombard, and there needs to be a balance.
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Nah, I propose to change the system so that it isn't first strike, but rather a formula based on the plane's statistics.
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Which is what happens at the moment, with active air defense. The active air defender, just gets first strike.
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Well, we could possibly change the AA to a more Civ3-style thing. A battle in the air occurs between two planes, where one of the two always gets destroyed.
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If modern AA sits silent, then it is a sitting target for destruction. Active air defense as per CtP2 seems like it works well, with the caveat that it doesn't work "enough".
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Originally posted by Solver
What about a break during your turn? For instance, you get a message - "an enemy Bomber near Amsterdam. We have 2 Fighters in range. Do you want to attempt an interception?"
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I usually prefer more control about these things. Ideally, I'd like the choice of what and how to target with my AA.
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You could give active defence a numeric modifier, which is degraded by its activating for an incoming attack, in an amount of the incoming units attack rating. Units within armies are dealt with randomly, perhaps? or on a best attack rating first?
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What about a break during your turn? For instance, you get a message - "an enemy Bomber near Amsterdam. We have 2 Fighters in range. Do you want to attempt an interception?"
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Active air defense certainly needs some work - it's too easy to waste it all on a single worthless unit. I don't see an easy solution to this problem, though. Certainly you shouldn't have active air defense units attacking everything which comes into range, because atttackers should be able to saturate their capabilities...Last edited by J Bytheway; November 2, 2003, 09:28.
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What do you people think about the air combat system in CtP2? I think it could use a bit of extra feautures. The active air defense that fighters use to intercept Bombers is nice. I would, though, really love to see a "Precision bombing" function. That is, Bombers would have the ability to not only execute regular bombardment, but also precision bombing. However, it should really be precision, not like Civ 3 - I suggest that you'd get a list of possible targets in the city to attack. Those targets would be the city improvements, and civilians. Attcking civilians would reduce the city population, but also lower your regard internationally.
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I see a lot of ideas are coming out there. I hope if people make a lot of code changes that for ACtP2 a menu idea will be available where you can pick which modifications to the game you want to play with.
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