Complete rethinking? Unfortunately.
Posted: Tue Jan 31, 2017 6:24 pm
I love age of strategy. Mostly because the finished versions are very well balanced. To get there I think this has to be completely rebalanced. I don't know if that's possible within existing programming parameters. There's a misconception that any weapon can hurt at least a little. The truth is that if your outside your weapons function window you can only hide and pray.
Consider the following balance:
Infantry without anti Tank capability. Never any damage against any tanks. Only defence capacity against anything.
Infantry with At weapons. Damage to tanks depending on level. Only hit next tile. Attacking vulnerable tanks will be killed instantly. Non vulnerable tanks can drive through but not damage the infantry.
Tanks can never hit anything when in contact. (commands like run over them only kill one infantry soldier at a time, the other one soldier put a mine in your tracks)
Early tanks. Only effect on infantry and unarmoured vehicles from 2 tiles away.
Light real tanks. That is with long guns. From 2 tiles away effect on inf, unarmoured and similar tanks.
Sturm kanonen, tracked infantry support armoured vehicles, also called tanks by British and American generals in the beginning of the war. This is tanks with short guns with large calibers. Effect against all infantry and fortifications from max range of gun down to contact.
Heavy tanks with long guns. Effective against all other tanks with the same caliber size down to contact. Max range 2 tiles. The difference should be how much damage that occur. The Tiger and some other super heavy might hit one tile further out.
Anti tank armoured vehicles. Same as respective tank when attacked. Less protected when attacking. If that's possible to get.
Aircraft without precision bombs or attack rockets should not be able to damage tanks. They are the only weapon to kill a heavy or superheavy tank with one hit.
Heavy bombers should not be able to damage tanks.
Only certain specific artillery cannons should be able to damage tanks on any distance. The German 88 for example.
Any tank that has driven into a minefield should be vulnerable to almost anything. Be forced frozen one turn and have to back off unless the minefield is cleared by infantry or in current game machine gunners.
There's a lot more but this would make it possible to simulate WW2 fighting and different nations. Don't believe those tank games out there. They are actually simulations of light/heavy cavalry tactics from before the American civil war.
There are lots of improvements possible to what I suggested. Some statements are too simplified. Some are probably wrong. Try to get in contact with a teacher in an armor teaching facility. They would love this higher tactic variant of a game. Oohps.
Consider the following balance:
Infantry without anti Tank capability. Never any damage against any tanks. Only defence capacity against anything.
Infantry with At weapons. Damage to tanks depending on level. Only hit next tile. Attacking vulnerable tanks will be killed instantly. Non vulnerable tanks can drive through but not damage the infantry.
Tanks can never hit anything when in contact. (commands like run over them only kill one infantry soldier at a time, the other one soldier put a mine in your tracks)
Early tanks. Only effect on infantry and unarmoured vehicles from 2 tiles away.
Light real tanks. That is with long guns. From 2 tiles away effect on inf, unarmoured and similar tanks.
Sturm kanonen, tracked infantry support armoured vehicles, also called tanks by British and American generals in the beginning of the war. This is tanks with short guns with large calibers. Effect against all infantry and fortifications from max range of gun down to contact.
Heavy tanks with long guns. Effective against all other tanks with the same caliber size down to contact. Max range 2 tiles. The difference should be how much damage that occur. The Tiger and some other super heavy might hit one tile further out.
Anti tank armoured vehicles. Same as respective tank when attacked. Less protected when attacking. If that's possible to get.
Aircraft without precision bombs or attack rockets should not be able to damage tanks. They are the only weapon to kill a heavy or superheavy tank with one hit.
Heavy bombers should not be able to damage tanks.
Only certain specific artillery cannons should be able to damage tanks on any distance. The German 88 for example.
Any tank that has driven into a minefield should be vulnerable to almost anything. Be forced frozen one turn and have to back off unless the minefield is cleared by infantry or in current game machine gunners.
There's a lot more but this would make it possible to simulate WW2 fighting and different nations. Don't believe those tank games out there. They are actually simulations of light/heavy cavalry tactics from before the American civil war.
There are lots of improvements possible to what I suggested. Some statements are too simplified. Some are probably wrong. Try to get in contact with a teacher in an armor teaching facility. They would love this higher tactic variant of a game. Oohps.