carlpgoodrich wrote:Of the three zeppelin choices, Z2 is the best IMHO.
So it seems that there is some consensus about Z2. Let's see if someone else has a good reason in favor of Z1 or Z3. But right now Z2 is my favourite choice.
carlpgoodrich wrote:However, I still don't see it as being anything more than a defensive "last stand" tech. Someone takes my homeland so its time to research zeppelins and bombard their defense so I can get my homeland back. Maybe this is a good thing, maybe not.
The problem with making it just a defensive tech is that, as you point, if you lose your capital you'll have only 3 armies to deploy. So it's a pointless defense. Maybe we should make the +6 and +12 techs work always. Even if you don't have your capital. This would also make those techs useful. Because they become weak in comparison with the with bonuses of the others.
carlpgoodrich wrote:Negative Autodeploy: This is a good way to keep people from stockpiling on the zeppelins. However, I would just stockpile on the Lab (which gets the autodeploy anyways) and then only "research" the zeppelins after someone takes my homeland.
You are right. This negative autodeploy idea does not work the first time. But if you stack a lot of armies in your lab you are paying the price of not researching, so there is a tradeoff. And you will always want to research. Why stack armies for defense when you could be researching the Doomsday Device?
Now that I think about it, this tradeof argument also works for Zeppeling without negative autodeploy. If someone wants to stack armies in their Zeppelin that's ok, because they are paing the price of not using them for research.
carlpgoodrich wrote:Air Superiority: This is an interesting idea. By itself I'm not sure it would do much, again because zeppelins would primarily be used as a defensive tactic and probably wouldn't be researched until after someone takes your homeland. One possibility would be to have zeppelins attack, not bombard, other zeppelins, so you could go from your zeppelin to someone else's and bombard their homeland. This would make zeppelins an offensive weapon, although ground troops would still be needed to conquer a region. I think this could work on a number of levels, and by making the starting neutral value of the tech high enough (and maybe giving it a -1 or -2 auto), I don't think it would drastically change the gameplay, just add a different element.
I think you have had a very interesting idea here!
Literally this is adding another layer to the map. By connecting zeppelins to their adjacent cardinal counterparts, there can be an actual fight for the skies. Let's say NW is adjacent to W and to NE. NE is adjacent to NW and to E, and so on.
In fact it is a pitty that we are so short of space, because the proper way to develop your idea would be to have a small part of the map representing the skies with 6-12 territories. Each part would be able to bombard a sector in the land, and zeppelins tech would provide access to the air sector above the capital.
Now that I think about it, I am even willing to sacrifice the two advanced techs to make room in the map for this revamped zeppelins tech.