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Re: terrain and combat
I was sort of thinking that too, Nerfix. I'll say though, that I see no problems with swamp being the only terrain that actually bestows penalties in battle.
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Re: terrain and combat
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Re: terrain and combat
I think BigJMoney had a good point, commanders will avoid bad terrain. In swampland this is hard, if not impossible, so that could be left. In a forested or mountainous terrain, however, they will often look for a clearing/valley to fight in.
I would therefore propose that forest/mountain survival units could take the most direct route (through the forest/over the peak) whereas those without the necessary survival would have to go the long way round. Would it be too hard/unbalanced for those without survival to start with 10 - 20 fatigue (to represent the extra walking)? |
Re: terrain and combat
That's another way to do it too.
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Re: terrain and combat
I just thought of this: maybe non-mountain survival troops should get greater fatigue, on account of the thinner air making you tired faster. but mountain-survival types are used to this, so they don't mind.
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Re: terrain and combat
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Re: terrain and combat
@Fate
Superb! That is so simple, it's genius. All units fighting in mountain or forests start combat with (let's start the experiment with...) 10 fatigue. Units with proper survival don't. It's explained thematically, it adds a bit to the usefulness of a skill, it adds a bit to the variables of combat via terrain, and it's not too drastic. I back this one 110%. The question is if it can be done. I hope so. =$= |
Re: terrain and combat
You could give them negative reingvig instead. Maybe reinvig -1? thats not really going to affect gameplay, and it's kinda thematic. Especially for mountains. Not too sure about forests though... Starting with fatigue is good idea too though.
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Re: terrain and combat
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Re: terrain and combat
Ahhh. Sorry, I thought you meant encumberance, which would also work (like heat cold already is).
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