| Monday, December 20, 2010 - 11:04 pm |
If you have not read my idea on map changes, please do so.
We STILL don't have infantry, despite the fact that the developers said that it would be added "ASAP". All I have to say about infantry is that we should have several options, like Riflemen, Submachine Gunners, Sharpshooters, etc. Infantry should have three ways to attack: their primary weapon, with grenades, or melee.
Military units can now be broken down into smaller pieces, and travel as one big unit or as the smaller, individual units. For example: a Division can be broken down into various Companies. How it is organized is up to the player.
THE BATTLE MAP
Now, battles aren't resolved by picking how many troops you want to attack and then ordering them to do so. Instead, you can micromanage the attack (if you want to). The battle map is the "District Grid" of whatever Location you are attacking at the time.
Each turn represents five minutes passing. Before a turn, both players choose what orders to give their soldiers. The soldiers can simply be ordered to move elsewhere, to take cover at useful locations, attack the enemy, etc.
Each troop has a line-of-sight, similar to range. Enemy troops within the line-of-sight show up on the map, but if you move away they disappear again. It is possible to conceal yourself (using terrain) so that they won't see you even if in their line-of-sight.
TERRAIN, COVER, AND BUILDINGS
The type of terrain you are fighting in has a large effect on the outcome of the battle. Terrain determines how fast your troops move (both when just moving and when fighting), how accurate they are, etc. Using terrain wisely is important. Cover decreases the likelihood of your troops being shot.
Buildings can be garrisoned inside: you order your troops to take cover within the building. Whoever controls a building has a good sniping post and is hard to attack, but it is possible to storm a building.... or just burn it down. You can take prisoners and pillage for supplies.
Buildings like Hospitals and Universities can be specifically targeted.
CAPTURING A LOCATION
Capturing Locations is done by wiping out all of the military there. This gives the invading army an alternative to just bombing cities to ashes: rather than destroy population centers, you can capture them instead. If necessary, either faction can raze Locations under their control to prevent the other from gaining its' benefits.
ENDING THE WAR
You can end the war the current way (reduce the War Index to 0), or you can send a peace treaty to the other nation. Said treat allows you to make demands for certain quantities of goods, or cede land to you.
If you do not want to be present at the time of a battle, you can customize your own "General". The General has a set of possible personality traits and strategies to choose from, and if you are not logged in to Simcountry the General will auto-manage the battle for you.
| Monday, December 20, 2010 - 11:33 pm |
while i think they are all good ideas, breaking it that far down may just confuse people... i know that war is so freaking complicated already, i can't stand to try and attack a country
| Tuesday, December 21, 2010 - 12:44 am |
mr lenin sir why? why can't you stand to attack a country, wars in simcountry are not complicated against ccc countries upto a certain level and they dont fight back, their punchbags really, you just need to apply a little umph and go for it, we could advise you what weapons and tactics to use and we'll have you up to the required vetren war level 7 in no time!
| Tuesday, December 21, 2010 - 01:54 am |
then if you would like to advise me, feel free as i would much appreciate it
| Thursday, December 23, 2010 - 03:56 am |
I really don't see how the (current) system is complicated. You just buy the stuff you need, make a military unit, then get in fights with the enemy (repeatedly).
| Monday, April 4, 2011 - 11:34 pm |
sorry, but Simcountry isn't a real-time-strategy game
| Monday, April 4, 2011 - 11:41 pm |
Depends how much time you spend in chat