I was reading a post in the Civ3 forum, and remembering my experiences of playing Civ3, then thought about my latest CTP2 playtest game... and came to this conclusion.
Civ3 air combat is better.
that is...
Aircraft are "based", and missions get launched from those locations... and happen "in-turn". Aircraft don't finish hanging in mid-air.
The problem with aircraft hanging in mid air has been around since Civ2 (although that was fudged by ignoring AI fuel, IIRC.)
Basically... only units of one nationality can occupy a single tile. If you wish to do otherwise... then its best to design it that way right from the start, because its a massive undertaking to change after the fact.
The issue with this is partly believability, is partly an exploit, and also partly an AI issue. Believability-wise... the worst example possible is that aircraft (say fighters) can block passage of submarines, if they end their turn in the path of the sub.
This leaves an admittedly minor, although still obviously cheesy exploit. I used it myself... but then thought how cheap it was. I blocked a group of enemy subs from my sub, by a ring of aircraft, then bombed them, before finishing the last one off with my sub. My sub should have been killed by those subs, however.
The AI doesn't deal well with aircraft. Aircraft, as its been mentioned before, don't move like regular units. Aircraft basing and missions are far easier to deal with for the AI, than dealing with map movement and fuel and so on, and so forth.
CTP2... especially given the source... allows for a more sophisticated and rewarding enhancement to the Civ3 style system...
You could stack airpower... so fighters go along with bombers on their runs... also... we could include strike aircraft... like Stukas or S3's that could be included in strike packages specifically to suppress anti-air units.
I haven't thought too much about the orders attack and defense should take place... or how active air defense and so on should work given this... but I think its just a matter of making choices.
So... any thoughts?
Civ3 air combat is better.
that is...
Aircraft are "based", and missions get launched from those locations... and happen "in-turn". Aircraft don't finish hanging in mid-air.
The problem with aircraft hanging in mid air has been around since Civ2 (although that was fudged by ignoring AI fuel, IIRC.)
Basically... only units of one nationality can occupy a single tile. If you wish to do otherwise... then its best to design it that way right from the start, because its a massive undertaking to change after the fact.
The issue with this is partly believability, is partly an exploit, and also partly an AI issue. Believability-wise... the worst example possible is that aircraft (say fighters) can block passage of submarines, if they end their turn in the path of the sub.
This leaves an admittedly minor, although still obviously cheesy exploit. I used it myself... but then thought how cheap it was. I blocked a group of enemy subs from my sub, by a ring of aircraft, then bombed them, before finishing the last one off with my sub. My sub should have been killed by those subs, however.
The AI doesn't deal well with aircraft. Aircraft, as its been mentioned before, don't move like regular units. Aircraft basing and missions are far easier to deal with for the AI, than dealing with map movement and fuel and so on, and so forth.
CTP2... especially given the source... allows for a more sophisticated and rewarding enhancement to the Civ3 style system...
You could stack airpower... so fighters go along with bombers on their runs... also... we could include strike aircraft... like Stukas or S3's that could be included in strike packages specifically to suppress anti-air units.
I haven't thought too much about the orders attack and defense should take place... or how active air defense and so on should work given this... but I think its just a matter of making choices.
So... any thoughts?
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