Archived from groups: rec.games.empire (More info?)
Yes, I'm always full of good ideas. but here are a couple worth listening
too. First, land mines in this game are poorly handled. Not how they are
used, but how they are laid. Right now they require expensive engieer units
to put down. And your valuable engineers have to use their mobility to do
that. I won't even get into the "reality" aspect of how easy it is to sew
mines and their prevalence in places like the Balkins and Cambodia. All I
will ask is when is the last time anybody actually laid land mines?
I thought so. How about a "sapper" flag on units that will allow them
or engineers to sew and remove land mines? Then create a lower tech, cheap
unit that can really make use of land mines.
Second, naval missiles blow. They are so innacurate that they don't
have a decent effect. Okay, I can easily change that when I d/l the source
and modify the plane.c file. But the real problem is with the destroyer
soak off tactic. You can build a $600, low profile ship that will attract
all sorts of naval missiles. the problem is they just fly right over the
deck because they cannot hit anything. And the reason that the missiles
attack these ships? They have the ability to carry a unit.
Again, I can go into the ship.c file and remove the ability of these
ships to carry a unit. So the problem should be solved. But why don't
we make this a stock piece of code. DD's carrying units is a real nice
feature for this ships. maybe too nice.
BTW, is anyobdy out there still alive? It's been a week since I've seen
a post to this NG. And that was by me!
Pat
AKA Overlord, batteries included
Yes, I'm always full of good ideas. but here are a couple worth listening
too. First, land mines in this game are poorly handled. Not how they are
used, but how they are laid. Right now they require expensive engieer units
to put down. And your valuable engineers have to use their mobility to do
that. I won't even get into the "reality" aspect of how easy it is to sew
mines and their prevalence in places like the Balkins and Cambodia. All I
will ask is when is the last time anybody actually laid land mines?
I thought so. How about a "sapper" flag on units that will allow them
or engineers to sew and remove land mines? Then create a lower tech, cheap
unit that can really make use of land mines.
Second, naval missiles blow. They are so innacurate that they don't
have a decent effect. Okay, I can easily change that when I d/l the source
and modify the plane.c file. But the real problem is with the destroyer
soak off tactic. You can build a $600, low profile ship that will attract
all sorts of naval missiles. the problem is they just fly right over the
deck because they cannot hit anything. And the reason that the missiles
attack these ships? They have the ability to carry a unit.
Again, I can go into the ship.c file and remove the ability of these
ships to carry a unit. So the problem should be solved. But why don't
we make this a stock piece of code. DD's carrying units is a real nice
feature for this ships. maybe too nice.
BTW, is anyobdy out there still alive? It's been a week since I've seen
a post to this NG. And that was by me!
Pat
AKA Overlord, batteries included