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I wonder about the possibility, since we're imagining extensive .exe modding anyway, of inserting a new screen where one can check off what mods the user wants enabled/disabled...
Yitzi, you may have a problem with airpower in general, but the only consistant airpower problem I see discussed by the COMMUNITY is copters.
They are clearly broken, giving the only non-land multi-attack capability at the same cost as a needlejet.
If you have a problem with Needlejet ZOC and other airpower issues, you could consider just banning air units completely.
There are several cases other than air power where probes are needed to restore techology parity before you get stomped on.
In actual play, air power is rarely a problem as long as the map is at least a medium size, since odds are that even the slower researcher can get airpower before the other player can expand enough to attack.
Quote from: BUncle on November 12, 2012, 10:32:32 pmI wonder about the possibility, since we're imagining extensive .exe modding anyway, of inserting a new screen where one can check off what mods the user wants enabled/disabled...As mentioned in the other thread, GUIs are way too difficult. Making it depend on variables in the alpha.txt file, though...that would be quite doable.
I had an interesting experience just a few minutes ago with the Nomads scenario. I was using a Hovertank to attack an enemy base with two moves left. I had a strong attack advantage, so I figured I would easily have over 50% hit points left to take the base after the attack. I ended up taking 40% damage (more than I expected, but I thought, OK, still no problem), but then my hovertank would not make another move! Apparently, 40% damage was enough to reduce the movement. So though officially ground units may be able to attack multiple times, practically speaking, it seems like it rarely works.
In contrast, my Copter with 90% damage does not lose a single movement point.
I wll be posting an AAR after I finish winning Nomads, which will show very clearly how copters are so devastating.
Quote from: Earthmichael on November 15, 2012, 05:28:32 pmQuoteIn contrast, my Copter with 90% damage does not lose a single movement point.Quote from: Yitzi on November 15, 2012, 06:07:32 pmNo it doesn't, but if you attack with it there's a serious chance of losing it.True, but the point is to be able to move back to safety.QuoteI wll be posting an AAR after I finish winning Nomads, which will show very clearly how copters are so devastating.Quote from: Yitzi on November 15, 2012, 06:07:32 pmDoesn't Nomads give air units bonus movement? The power of copters depends very much on their movement available, so Nomads will be worse than most, and giving them Antigrav Struts (legitimately or through a bug) also makes them extremely powerful (but of course that's an endgame ability except when bugs are involved).I think someone said that it was not the Nomads scenario, but it was the Fusion reactor that resulted in the speed. Which may be a bug; I am not sure of the designer intent here.
QuoteIn contrast, my Copter with 90% damage does not lose a single movement point.Quote from: Yitzi on November 15, 2012, 06:07:32 pmNo it doesn't, but if you attack with it there's a serious chance of losing it.True, but the point is to be able to move back to safety.QuoteI wll be posting an AAR after I finish winning Nomads, which will show very clearly how copters are so devastating.Quote from: Yitzi on November 15, 2012, 06:07:32 pmDoesn't Nomads give air units bonus movement? The power of copters depends very much on their movement available, so Nomads will be worse than most, and giving them Antigrav Struts (legitimately or through a bug) also makes them extremely powerful (but of course that's an endgame ability except when bugs are involved).I think someone said that it was not the Nomads scenario, but it was the Fusion reactor that resulted in the speed. Which may be a bug; I am not sure of the designer intent here.
No it doesn't, but if you attack with it there's a serious chance of losing it.
Doesn't Nomads give air units bonus movement? The power of copters depends very much on their movement available, so Nomads will be worse than most, and giving them Antigrav Struts (legitimately or through a bug) also makes them extremely powerful (but of course that's an endgame ability except when bugs are involved).
True, but the point is to be able to move back to safety.
I think someone said that it was not the Nomads scenario, but it was the Fusion reactor that resulted in the speed. Which may be a bug; I am not sure of the designer intent here.
However, 8+2Xreactor is far too much, especially for copters, so I think it will be necessary to reduce air unit speed in order to balance it. What do people think about reducing needlejets and gravships by 2 (so 8 with fission, 10 with fusion), and copters by 4 (so 6 with fission, 8 with fusion)?
Cutting movement points seems like the best option to me. You don't have to worry so much about reactors, in many games you'll see only fusion, anyway. And I was thinking about what somebody said that air units enrich the game and so on, and I can't find myself to support such view. Of all the possibilities which the unit workshop gives us, I would use many more options if air was banned or significantly reduced, maybe transports with repair bays, abilities like ECM or Polymorphic Encryption, who knows, maybe even submarines.
In the actual multiplayer games I have played with copters banned, there is a much broader range of forces used. There are some needlejets, but I would not say that they are the dominant unit. Without copters, I am much more likely to rely on a balanced attack, with artillery bombardment to soften the defenders, particularly in a city or large stack, some air units to punish those with no air defence or attack, tanks, infantry, probe teams, etc.
I am OK with making anti-air easier to get, but I don't think we need to make D:AP any more difficult to get. My suggestion if you feel a need to change this is to make SAM and AAA available at Gene Splicing. That guarantees counters are available at least two techs before D:AP can be achieved (actually 4 techs if you include D: Flex and D:Mob).
But I do not think you have to make the SAM and AAA cheaper and more effective.
And choppers really have to go; reducing their range is just not enough. Using choppers on defense does not require much range, and a single chopper can decimate a ground attack singlehandedly.
I would preference achieving the minimal necessary change for the desired effect rather than worry about whether the tech name made sense. If you must, just change the tech name to something you feel does make sense. If you must, instead of Gense Splicing, one could rename the tech "Ground Launched Crop Dusters", or something equally silly.
Can I ask why you are so insistant on keeping choppers? What indispensible role do you think they have in the game?
Yes, you may be able to assemble just the perfect anti-chopper force, but so what? The very fact the choppers made you unbalance your forces in a way that you would not have done for needlejets is half the problem.
For example, with no choppers, I would focus more on SAM than AAA. With choppers instead of needlejets, the SAM is relatively useless, because the choppers will always retreat back to base.
The other thing you have to consider is initiative. The choppers get to control the time and place of the engagement. They pretty much force your attacking stack to be clumped, make you more vulnerable to defensive artillary.