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City fighting from cloud level

Started by January 27, 2005 07:07 PM
14 comments, last by Wavinator 20 years ago
Unarmed Mobs: increase in HP if they are winning. This represents bystanders joining the fight.

flying units:
Gliders, plains, etc.
Terrain Modifiers:
- No movement penalty for any terrain.
- A bonus to defence.
- reduced number of attacks/bomming runs.
- Attack penalty equal half the defence bonus for the terrain.
- Can mistake friendly stealthy units for hositals.
KarsQ: What do you get if you cross a tsetse fly with a mountain climber?A: Nothing. You can't cross a vector with a scalar.
About traps: they could cause friendly fire
If you rig a place too strongly, some friendlies are bound to trip some wires here and there. The rate of friendly casualties due to traps should be much lower, but proportional to the efectiveness of the traps.
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Quote:
Original post by TechnoGoth
Ambush - like a surprise attack but planned.


Okay, I like that you get extra attacks for a surprise, but if it fails the enemy gets extra attacks on you.

Quote:

Mobs
Attacks 1;

Special - for each round the remains engaged in combat without breaking their number of attacks doubles.


This and Kars idea of bystanders joining the fight actually give mobs more teeth, which I like.
--------------------Just waiting for the mothership...
Quote:
Original post by Sandman
You mention ewoks, but you forgot to mention traps!


No, that's what Sappers are for! Heh, I guess all the Ewoks are Sapper units! [smile]


Quote:

Traps could of course vary in sophistication from big logs swung from trees, to setting explosives on city infrastructure so it can be demolished on top of the enemy troops.

Of course, traps take some preparation time, and may involve sacrificing some parts of the city, but they can turn a guaranteed defeat into a victory.


For the internal rules I think a preparation penality would work.

Maybe traps should be less effective or impossible in ambushes and surprise attacks, then?
--------------------Just waiting for the mothership...
Quote:
Original post by Kars
Unarmed Mobs: increase in HP if they are winning. This represents bystanders joining the fight.


Nice, I like this. Actually, I think I'm going to try to be more subtle and make this based on some kind of popularity variable. This could control both how quickly things got out of hand and how much of the city was affected.

Quote:

flying units:
Gliders, plains, etc.
Terrain Modifiers:
- No movement penalty for any terrain.
- A bonus to defence.
- reduced number of attacks/bomming runs.
- Attack penalty equal half the defence bonus for the terrain.
- Can mistake friendly stealthy units for hositals.


I totally forgot air power! I wonder if they deserve the same complexity as ground units? There's VTOL hovering, which should be able to make use of high rise terrain but would be subject to increased attacks from smaller random units (spears, bullets).

In contrast, there are less accurate but faster moving air units that can fly through the city and possibly hit allies as well as enemies.

Then there are super high altitude units that can't be hit by a certain tech level... hmmm... maybe getting too deep here.
--------------------Just waiting for the mothership...
Quote:
Original post by Madster
About traps: they could cause friendly fire
If you rig a place too strongly, some friendlies are bound to trip some wires here and there. The rate of friendly casualties due to traps should be much lower, but proportional to the efectiveness of the traps.


This reminds me of the old Army saying, "make a base so impregnable the enemy can't get in and YOU can't get out!"

This MIGHT be a detail that's more appropriate for building/complex level strategy, though (which I'm thinking about).
--------------------Just waiting for the mothership...

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