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-   -   terrain and combat (http://forum.shrapnelgames.com/showthread.php?t=30203)

AAshbery76 October 8th, 2006 08:20 PM

Re: terrain and combat
 
I really would like to see this aspect greatly expanded,and the A.I programmed to understand it of course.

Fate October 9th, 2006 12:41 AM

Re: terrain and combat
 
There could be different kind of terrain "connections", for example a mountain trail that only flying/tunneling/mountain survival units could cross. Maybe something for Dom4?

Taqwus October 9th, 2006 03:29 AM

Re: terrain and combat
 
You could see an impact on starting distance or initiative -- ex. an army with more units with forest survival being able to get initiative even on the attack when ambushing enemies in a forest.

Survival skills and terrain might also affect stealth/patrol efficiency and ease of moving supplies from a nearby fortress.

On a more universal level, you would expect a forest to hamper ranged attacks (lots of cover, difficulty spotting) so a precision penalty would make sense, and possibly attack penalty. It being a forest might also force a shorter initial distance between the armies.

In mountains, one realistic but potentially complicated and dangerous factor would be making it difficult to coordinate multi-province attacks. Mountain passes might also have closer initial deployment; and one might want to see encumberance penalties.

Swamps are going to be brutal on ground-pounders; heavy encumberance, probably lower att and def as well. Patrols should have a harder time finding sneakers that have swamp survival.

BigJMoney October 11th, 2006 03:37 AM

Re: terrain and combat
 
Sneakers were really hard to come by back then for everyone. You just didn't have many people selling them because they weren't in style.

I thinking that it would be a nice touch if experience points gave bonuses to stealthy troops. Maybe +5 stealthy per two level of experience.

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