boulugre wrote:Stalker0 wrote:Zak0r wrote:
I think the best use of ships would be to let them automatically defend troop transport on the same hex than them, making the transport immune to all attack (strike ops included) as long as the boat is not sunk. This would solve the super weak transport problem and give a strategic value to boats.
...hmmm, given that even the barracuda destroyer is much stronger than an embarked land unit...doesn't that ship always act as the defender for that stack (of land unit transports) until worn down to 1 strength? In case I missed something obvious...I would strongly agree in this "naval escort mode" idea though.
On to some ideas...sorry a bit longer than I set out to type originally...
I appreciate devs who ask for feedback...huzzah!
(my slant: I've play only single player and haven't got much farther than midgame due mostly to annoyance/fatigue at the WMD effect on the later gameplay. And especially AI civs who seem to unerringly beeline straight to nukes.)
1. Fighter aircraft (used to munch "strike aircraft")
An air superiority aircraft (weapon fitment): It is very strange to me that planes cannot optionally mount anti-air weapons. These winged wonders of the Pandora battlefield should mostly fear other planes that are set up specifically to hunt them.
Consider the wikipedia entry for "Air Supremacy"...it makes no mention of "Flak armor units running around on the ground":
"There are three levels of control of the air:
Air supremacy is the highest level, where a side holds complete control of the skies.
Air superiority is the second level, where a side is in a more favorable position than the opponent. It is defined in the NATO glossary as the "degree of dominance in [an] air battle ... that permits the conduct of operations by [one side] and its related land, sea and air forces at a given time and place without prohibitive interference by opposing air forces."[2]
Air parity is the lowest level of control, where a side only holds control of skies above friendly troop positions.
The degree of a force's air control is inversely proportional to its opponent's; increasing control by one corresponds to decreasing control by the other. Air forces unable to contest for air superiority or air parity can strive for air denial, where they maintain an operations level conceding air superiority to the other side, but preventing it from achieving air supremacy."
...the flak armor can really only achieve "Air parity is the lowest level of control, where a side only holds control of skies above friendly troop positions."
*The balancing factor* is that this "air superiority fighter" should be rather ineffective against any other unit types....
2. Infantry. I would like to like infantry more.
Some ideas to help infantry be more useful/interesting/durable to the later game:
Infantry should be much better at urban warfare than other unit types: new "spontaneous" tech advance: Urban Warfare giving infantry +25 attack/defense in cities. Requires defense or conquest of one city to be available to that faction.
New infantry a module option: Military Police: reduce unrest by N in a city. If employed..."roots" that infantry in the city for N turns.
Give sniper infantry a 2 square range if in a mountain square, and optionally, +1 sight radius (sort of like a Ranger scout lugging a Barrett .50 around with a really tasty optic mounted on top)
Health recovery: infantry should be +15% or higher speed to heal than other unit types IMHO. Infantry boot camp has surely to be a higher recuiting/graduation rate than "strike aircraft school". We need to simulate the "resilence of infantry" somehow.
Mortar infantry module: a "two hex range arty attack" that has a cool-down of the turns...as a module option requiring research. The main weapon for that infantry would then be limited to the rifle/gauss type as compensation.
3. Rambling on ships vs. planes:
Pandora aircraft, with their "endless fuel, ordnance and operational range", are very close to the Jules Verne "perfect war machine"...all they would need is to be able to go undersea or tunnel in the land. Endless scouting...endless endurance to loiter where they wish.
However I think the balance between ship and plane is pretty good at the moment:
Ships can mount a variety of weapons...making a fleet of anti-air, anti-mechanical, anti-organic ships able to take on any type of mission. Currently, the Pandora aircraft cannot specialize against aircraft specifically...whereas the ships can.
In a crowded land war space: Planes are countered by anti-air weapons very well though IMHO. I lose aircraft more often than any other unit when I start soloing them around wherever they can go...unless I get smart and stack them with some help, and only range out for sure kills.
4. The AI should use a lot more artillary. One single arty unit can seriously screw up an invasion force...especially if the terrain limits the advance to one square at a time. *One arty piece per city of size 5 or more....should be an AI rule*.
Wikipedia has this to say about artillery: "...today artillery comprises highly mobile weapons of great flexibility in which repose most of a modern army's firepower."
(Yes, it said: most of)