
April 14th, 2004, 12:52 PM
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Major General
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Join Date: Nov 2000
Location: 500km from Ulm
Posts: 2,279
Thanks: 9
Thanked 18 Times in 12 Posts
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Re: Light Infantry... what the ****
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Originally posted by Jasper:
IMHO, rather than reducing their cost and making them better fodder, they should instead be improved in a manner similar to how they were used Historically.
For example, what if they were dispersed and so took fewer missile/spell casualties?
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Suggested this some times ago (insert link to old thread here):
LI shouldn't move into a square where another unit from the same squad is present. Thus LI will show up with 1/3 the normal density to cover a bigger front line, which will let more units escape area spells and missile fire.
Best of all - it could use the same code that prevents units from running into poisioned/burning/whatever squares.
Oh, wait, that code still doesn't exist. Maybe that's why the dev's liked this suggestion, but we don't have it put into practice with 2.11
Quote:
What if they could fallback before contract, or fire for 2 rounds then backup? What if a victor's fleeing units didn't leave the province? etc.
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"Fire and flee" will do exactly that. The first part, that is ...
Wasn't there some talk about units orderd to retreat shouldn't spread out over neighbouring provinces any more but should stay with your army if you actually win the fight?
Another thing which hasn't materialized with the latest patch ...
[ April 15, 2004, 02:39: Message edited by: Arralen ]
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As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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