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07.02.2011 - 09:11
How about you put artillery into new units ?
Create them like they can only bombard city or unit from distance, but they can have a weak defense. It will be interesting because, you cant only put units in city and wait for attack, now you must react or your army in city will die if you don't do something.

Artillery in (real time) history always had special place in war, and especially in tactics.
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duke u karikuar...
duke u karikuar...
07.02.2011 - 11:15
Eshkruar nga Mladen, 07.02.2011 at 09:11

How about you put artillery into new units ?
Create them like they can only bombard city or unit from distance, but they can have a weak defense. It will be interesting because, you cant only put units in city and wait for attack, now you must react or your army in city will die if you don't do something.

Artillery in (real time) history always had special place in war, and especially in tactics.


The problem with artillery is that to be any use they have to have a fairly decent range, and that makes them OPed, because you can just waltz a 200 stack of artillery down the street with 5 infantry to cap cities, or you can just have that stack in your base and absolutely destroy anything that even remotely comes near you. I've already suggested having artillery be put on battleships at a reduced cost to their att/def as part of a boost to the naval commander perk and even then its only so that battleships can be a threat inland.
duke u karikuar...
duke u karikuar...
07.02.2011 - 13:11
There could be some ways around that, if they'd be willing to institute some newer functions.

Artillery could perhaps require an unmoved turn in order to deploy, after which it can attack. It would then have even less or no(?) defense, requiring you form a defensive line or stack infantry with them. One could then end up creating a Maginot Line or DMZ sort of situation where a defensive line isn't just completely static, and can either obligate the enemy to attack them or stand back and suffer from artillery.
duke u karikuar...
duke u karikuar...
07.02.2011 - 13:37
'More offensive & Defensive unit ideas' is where you should post this!

Oh well Meloncats idea seems to be heading in an intresting direction.
duke u karikuar...
duke u karikuar...
08.02.2011 - 06:33
As I see it artillery would require all units to have a "health" bar, otherwise it would be overpowered, blasting units from time to eternity, yourself losing nothing.

When you'd attack with artillery it wouldn't completely demolish the opposing unit, rather it would soften it up for your cavalry to finish up next round.
Might bring some extra tactical thought into sieges of capitals where the opponent has gathered over nine thousand infantry units.

Hardcore mode: Give the arty a maximum capacity of ammo it can carry, so that it'd have to reload in a city every three rounds fired.

Also, attack for artys should be low, but with a decent ARB%
duke u karikuar...
duke u karikuar...
13.02.2011 - 16:25
Hmm...a way of balancing could be that it is a strategy, therefore you would have to use up a precious strategy slot for artillery, that combined with a turn to deploy would be more than fair enough I would think, if not making it under-powered

I think if artillery could be properly integrated it would create a new dynamic to the game. Would be interesting to see what people might do with it ^^
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"Political power grows out of the barrel of a gun."
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"The revolution... is a dictatorship of the exploited against the exploiters."
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duke u karikuar...
duke u karikuar...
08.03.2011 - 14:13
OK i think your onto something so let me add a few issues here.
Artilery is a range unit so defenders must detrench to engadger them this pulls infentry out of there positions ingame this means artilery without infentry acompinyment are basicly sitting ducks after the first strike. No defence
Artilery is mobile moveing like Faster tanks without the defence or ability to capture a city
Artilery is Highly targetable from air units But also can attack air units. here they need to be week and strong at the same time. For example 1 bomber kills 3 artilery But you also loose your bomber 2 bombers you keep a bomber.
Artilery is hard for infentry to find without air suport. Bonus vs infentry on defence side when not acompinied by air units
Artilery as a mobile unit are basicly like transports untill set up and implaced so if you move an artilery its attack drops low but on your next turn it would now be implaced so it would go back to normal att/def
Artilery is most like infentry in defence and Tanks on offence with range

Here is a proposed Artilery Unit
Range 2
Move(1 faster then tank)
Att Mounted 3 Def mounted 3
Att Implaced 6 Def implaced 4
+2 def.when acompanied land unit while emplaced
-1 defence vs plains
Stelth to all ground and navel in range like sub looses stelty if moved.
Free round of attack for each range space away from defender
Spoted by planes from 7 spaces and from Spy plains at 12,
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duke u karikuar...
duke u karikuar...
09.03.2011 - 07:13
What about stationary artillery? Something like defense turrets that just stay in cities to help the militia etc.; they could enable interception of attacking units by long-distance fire (with missiles or whatever; I mean if enemy units stand too close to your city and have not yet attacked) and by this give defending units an opportunity to attack themselves, forcing attackers to also use units with higher defense.
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duke u karikuar...
duke u karikuar...
10.03.2011 - 01:05
They are a stationary unit. arltilery generaly is not moved once its in position but you need to get it to where you want it set up and during any kind of movement it would be highly valnerable so you would want to set up defensive artilery verry early do people cant find it unless they use planes or spy units.
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Where's the BEEF!
duke u karikuar...
duke u karikuar...
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