|01/06/2008 19:58:46 Proposed New Terrain Types|
- No Attack or Defense Modifiers
- Movement Cost: Soft/Hard=2, Air/Amph=3
- Attack Modifier: Soft:-2, Hard:-4
- Defense Modifier: Soft:-6, Hard:-2
- Movement Cost: Soft:4, Hard/Amph:6, Air:3
- Genetates Income (different value than base)
- Does not produce units
These would give us maps with good urban warfare, without new units appearing in the middle of the fight.
The road would add the possibility of lightning breakthroughs, adding new strategies to block & defend roads.
Having the possibility of unit production separate from income generation would add many map design options.
|02/06/2008 00:02:59 Re:Proposed New Terrain Types|
I'd like to see roads.
Having terrain that vary on the two variables of income generation and unit production has been suggested [on Tangler]. +1 for that idea. I think having only the existing multi-purpose base degrades the game.
|02/06/2008 09:48:03 Re:Proposed New Terrain Types|
|Rather than the unrealistic att/def boosts on roads, you'd think they would give a movement boost to anything with wheels.|
|02/06/2008 13:20:30 Re:Proposed New Terrain Types|
|Why just wheels? In general it's easier to move on roads be it on a bicycle or on foot. If wheeled vehicles get a movement boost then so should bipeds. Naturally, the advantage to wheeled vehicles over foot on roads would be greater.|
|03/06/2008 18:33:57 Re:Proposed New Terrain Types|
|Why are you proposing air units get a boost on roads???|
|03/06/2008 21:57:34 Re:Proposed New Terrain Types|
|+1 for both ideas. But yea, why do air units get a boost on roads?|
|04/06/2008 03:06:53 Re:Proposed New Terrain Types|
|In my opinion, the more terrain the better. Just not too many that it will leave you hours planning your next move...that's just not fun|
|04/06/2008 03:23:08 Re:Proposed New Terrain Types|
@matt538 & ShadowPanther: Not sure what you mean by air getting a road boost. I suggested a cost of 3 which is the same for air on all hexes!
@Lucian: Not sure what you mean by "unrealistic att/def boosts on roads". I suggested "No Attack or Defense Modifiers"
If you feel the +1 hex boost for infantry is extreme, assume they use trucks on the road.
My main reason is to give map designers a way to get things moving on larger maps.
|04/06/2008 03:26:47 Re:Proposed New Terrain Types|
May be there could be a negative defense modifier for infantry on road to reflect their use of trucks?
This would balance the road advantage with risk. So you unload infantry away from the front, and march into combat.
|04/06/2008 18:53:51 Re:Proposed New Terrain Types|
|04/06/2008 19:18:04 Re:Proposed New Terrain Types|
I think the minefield terrain could be a really fun one... If the code was written so that when a unit was on a minefield and was attacked the result could be that it sustained no damage or massive damage, hehehe a roll of the dice...: )~
|06/06/2008 13:55:29 Re:Proposed New Terrain Types|
Only for units that come in direct contact with the roads. As aircraft don't (unless you want to drive planes along the ground which would be pointless because it would be a sitting duck) it wouldn't make sense for planes to get a movement increase on roads.
I'm just proposing common sense. It's easier for me to walk on pavement than it is on sand, dense forest etc etc. That's a fact, plain and simple.
This message was edited 2 times. Last update was at 06/06/2008 13:59:10
|06/06/2008 13:55:45 Re:Proposed New Terrain Types|
This message was edited 1 time. Last update was at 06/06/2008 13:56:26
|09/06/2008 03:01:00 Re:Proposed New Terrain Types|
|I don't like the minefeild.|
|09/06/2008 03:01:58 Re:Proposed New Terrain Types|
Yeah, it really hurts if you step on a mine.
*obligatory re-edit, submit*
This message was edited 1 time. Last update was at 09/06/2008 03:02:18