Quitch wrote:
Fog of War is massively abusable in a game that works the way this one does,
Traditional FoW would be abusable because you could move units around to see where the enemy is, then reload the game (or just rewind your moves) and replay your turn based on that new found knowledge. But what if FoW worked like this:
Each unit has a sensor range equal to it's movement rate + 1 or their firing range, whichever is greater. That way, every unit can "see" as far as it can move plus one space. Air units can see out to their attack range. Naval units can only see their firing range onto land (but have a normal sensor range for sea hexes).
Cities can "see" everything in their territory. All the enemy units you can see are determined at the beginning of your turn. It is impossible to uncover more enemy units until your next turn. That's not a problem because all units have sensor ranges that extend past their potential movement/firing area. So you can see all the enemy units that you could potentiall engage or could otherwise interfere with your movement. All you can't see are units in the enemy's rear areas.
There are problems with this. It turns transports into long range sensor unit for instance. But it would certainly add a level of depth to the game and it is unabusable unless you hack the game file.
As for other stuff I'd like to see in a future version (I've said this before): A map editor, make it possible to mod the behavior and look of units and release that capability to the user community.
Another thing I'd very much like to see is strategic weapons: Ways to interdict enemy resource production. Strategic bombing that can reduce the number of turns revenue is produced in a territory, sabotage that temporarily supresses production in a territory, weapons of mass destruction that can totatly destroy a city and all its production. Then, of course, you need units to counter these: fighter/interceptors to protect against strategic bombings, counter-insurgency units to defend against sabotage, anti-missile shields to protect against nukes or whatever....
Again...it adds more depth to the game. Since this game bills itself as a "World War" game...world wars are more about strategic weapons than tactical ones. I'd imagine in the future that would be more true.