Just a bit of a brainstorming.
Some more modern games (Supcom series, Wargame / Steel division) have artillery with extremely long range, as in they fire across all but the largest maps.
Just thinking what if Planetfall introduces similar units instead of highly annoying strategic spells. These units are capable of attacking enemy stacks and cities on the strategic map. The unit would have a bombard option on the strategic map, allowing the player to select a hex as a target. I'd a bit like build road in AOW3, except the unit does not move. The ability depletes all remaining move points of the unit and inflict some random damage against the stack on the target hex, and kill off some population if the target hex is part of a city. The more move points the artillery has, the more damage it will inflict. The range on the strategic map should not be very huge so air units can catch the artillery stack after they fire.
Of course artillery should be capable of direct fire in tactical combat as well. They are no tank and are rather fragile. However, they'd still be pretty useful in siege battles. These units are mainly proposed as a replacement for anti-city strategic spells like dark omen, dread siege and city quake. They forces the opponent to come out of the city and deal with them, but they require a significant investment, and give an opponent a longer window to respond.
TLDL version: nobody find the disjunct war in AOW3 fun. If siege spells are units instead they'd be more fun to play with and against.
Some more modern games (Supcom series, Wargame / Steel division) have artillery with extremely long range, as in they fire across all but the largest maps.
Just thinking what if Planetfall introduces similar units instead of highly annoying strategic spells. These units are capable of attacking enemy stacks and cities on the strategic map. The unit would have a bombard option on the strategic map, allowing the player to select a hex as a target. I'd a bit like build road in AOW3, except the unit does not move. The ability depletes all remaining move points of the unit and inflict some random damage against the stack on the target hex, and kill off some population if the target hex is part of a city. The more move points the artillery has, the more damage it will inflict. The range on the strategic map should not be very huge so air units can catch the artillery stack after they fire.
Of course artillery should be capable of direct fire in tactical combat as well. They are no tank and are rather fragile. However, they'd still be pretty useful in siege battles. These units are mainly proposed as a replacement for anti-city strategic spells like dark omen, dread siege and city quake. They forces the opponent to come out of the city and deal with them, but they require a significant investment, and give an opponent a longer window to respond.
TLDL version: nobody find the disjunct war in AOW3 fun. If siege spells are units instead they'd be more fun to play with and against.
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