![]() |
Re: Repel attempt bonuses
Quote:
Have you played the GMT serie of ancient battles? There was this kind of system, with better leaders trumping the weaker ones. I always liked the game flow resulting from this mechanic. </font><hr /></blockquote><font size="2" face="sans-serif, arial, verdana">Hm actually this is a good suggestion. I guess it wasnt a coding problem btw. KJ will let us know propably. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: Repel attempt bonuses
My counter-suggestion on the simultaneous issue, would be to have spellcasters and missile attackers alternate from side to side as they currently do, but have units who are moving or doing melee attacks, have their sequence mixed up between sides. This would keep the efficiency and clarity for missile and magic events, and keep the nice "barrage" missile attacks. Melee would look a bit more chaotic and it might be harder to see who hacked whom when, but it would help the "balance" issues of entire armies moving and attacking all at once while the enemy front units can't do much.
PvK |
Re: Repel attempt bonuses
Quote:
I don't really like the advantage given to the army that strikes first, either, but I think it's a symptom of a deeper problem: melee combat is too deadly too fast. That is why missile troops are less effective, battlefield magic is weak, armor is too powerful: melees are over in 2 or 3 rounds, before missiles or magic can do much damage and before fatigue can accumulate. Because melees are over in 2 or 3 rounds, the first strike is much more important. |
Re: Repel attempt bonuses
My intention was that missile/spell units who move and and attack would all move and attack on a per-side basis, like they do now.
PvK |
Re: Repel attempt bonuses
Quote:
|
Re: Repel attempt bonuses
Quote:
|
Re: Repel attempt bonuses
Quote:
|
Re: Repel attempt bonuses
Is the 1-point-damage from repelling "generic" or does it take into account special weapon properties, e.g. can repelling trigger poisoning, special (added) weapon damage or damage type (elfbane: dissolve magic beings)?
A. [ December 30, 2003, 07:33: Message edited by: Arralen ] |
Re: Repel attempt bonuses
Hm. If so, banshees would have a pretty impressive repel (length 6, area-1, MR-or-die wailing attack that takes no ammo).
|
Re: Repel attempt bonuses
I am also very intrigued by this thread.
It might help balance the races a bit more. I would like to see the morale checks modified by the likelihood that the unit would take significant damage from the attack...so for instance black plate infantry of Ulm would not fear a spear just due to its length if it would only rarely cause them harm but would fear it if it were weilded by a giant or someone or something that appeared to have great strength. The nation that I see coming out on the losing end of a change in this area which is not well thought-out would be Ulm, which has low-morale infantry, no priests (unless IF theme is used) able to improve morale, and units that can barely be hurt by most other nations' standard infantries. I would also hope that these morale "failures" would merely result in a failure to attack that particular target that round and not count for "routing" purposes. Unless they already do and that is what the devs intend. If a new system is implemented, I would think it would be important to re-evaluate all the units in the light of the new system for both balance and "realism." For instance, a giant weilding a spear is probably using a giant-sized spear, and it may be that a normal giant axe or sword would be longer than a regular human spear. This would apply to all supercombatant units of large size. As things stand now, the size of a weapon is independent of the weilder. Perhaps this could be done by adding in a "reach" attribute to account for the inability of a regular infantryman to poke at anything other than the giant's well-armored arm as the giant reaches to slash the infantryman with a sword. I see all sorts of complexities here. But complexity is one of the things that makes Dominions great. |
All times are GMT -4. The time now is 03:41 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.