![]() |
Re: terrain and combat
I really would like to see this aspect greatly expanded,and the A.I programmed to understand it of course.
|
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?
|
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. |
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. =$= |
All times are GMT -4. The time now is 05:11 PM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.