A Few Ideas

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jamaine10
Private First Class - Wehrmacht Inf
Private First Class - Wehrmacht Inf
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Joined: Fri Feb 01, 2013 2:56 pm

A Few Ideas

Post by jamaine10 »

I have a few ideas that may, or may not, be workable:

1) Unit Capture - currently when you attack Format or Colonization units they are destroyed. Since they have a no real defense, how about allowing them to be captured? The original owner would still lose the unit, but now you could put it to work for you.
2) City Capture - is there a way to destroy/raze a city instead of capturing it? The way the AI goes crazy building cities, sometimes it would be better to just destroy a city instead worrying about the moral thing.
3) Tech Capture - if you capture a city, maybe you should be allowed to capture some of that faction's technology, even if normally it wouldn't be available to your faction. size of the captured city could determine if you do, or do not, capture some tech. And what kind of tech it would be (i.e., bigger cities have more advanced tech).
4) Raiding - instead of capturing a city, maybe allow a faction to "Raid" another faction's city? Allow the raiding faction to steal resources, tech, etc. This would mean the faction owner of the city has to deal with the moral issue, loss of resources, manfacturing, etc., and the Raider gets some stuff without having to deal with an unhappy/rebel city. probably not workable, but it's a thought.
whaleberg
Senior Corporal - Destroyer
Senior Corporal - Destroyer
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Re: A Few Ideas

Post by whaleberg »

1) Unit Capture - currently when you attack Format or Colonization units they are destroyed. Since they have a no real defense, how about allowing them to be captured? The original owner would still lose the unit, but now you could put it to work for you.
Colonizers might be a bit much to capture, I assume the population in them would offer resistance. Formers seem like they should be fair game.
2) City Capture - is there a way to destroy/raze a city instead of capturing it? The way the AI goes crazy building cities, sometimes it would be better to just destroy a city instead worrying about the moral thing.
If you want to destroy a city you can nuke it. It's only available pretty late in the game though, and it's kind of expensive. An option to destroy/ abandon captured cities, or your own, in order to prevent capture or relocate, would be good.
3) Tech Capture - if you capture a city, maybe you should be allowed to capture some of that faction's technology, even if normally it wouldn't be available to your faction. size of the captured city could determine if you do, or do not, capture some tech. And what kind of tech it would be (i.e., bigger cities have more advanced tech).
This would definitely be a good option. Since there is no way to trade or steal techs, once you are behind you are stuck pretty far behind. It also creates a greater incentive to defend cities, which seems good. Even with the moral penalty, it's not to bad to lose one and just retake it.
4) Raiding - instead of capturing a city, maybe allow a faction to "Raid" another faction's city? Allow the raiding faction to steal resources, tech, etc. This would mean the faction owner of the city has to deal with the moral issue, loss of resources, manfacturing, etc., and the Raider gets some stuff without having to deal with an unhappy/rebel city. probably not workable, but it's a thought.
Raiding / piracy of some sort would be good. It could allow a level of conflict below all out warfare. It could also integrate with any sort of trade network system if that gets implemented (hint hint).
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