Quote:
PvK said:
Change sequence of combat so melee attacks are not at the same time as movement and all one-side before their opponents. When two forces meet, not just one side should get the first attacks, based on where they end their turns, as it presently works.
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I've been thinking about this, and come up with a solution. Not only a solution for the problem mentioned, but also for troop and weapon differentiation.
It's like this: There are N phases (for simplicity, we'll use 10 phases). If combat Lasts 40 rounds, then there are 4 rounds of each "phase".
Each unit gets an attack speed (which would be doubled by quickness). At a speed of 5, normal for a human with a sword, the unit attacks 5 phases of each 10 phase cycle (in other words, every other turn). A unit with a dagger might attack more quickly, with a speed of 7. So it would attack 7 times in each 10 phase cycle, with a sort of regular scattering. A speed-7 dagger-user with quickness would get a speed of 14, attacking every round, but attacking twice 4 out of the 10 rounds. And so forth.
How does this solve the original problem? At the beginning of battle, every unit has its phases randomly fixed. So if there were 100 speed-5 units, half of them would get this phase system:
A-A-A-A-A-
And the other half would get
-A-A-A-A-A
where "A" denotes an attacking turn, and "-" denotes a turn where the unit does not attack. Heavy armor and big weapons, of course, would reduce speed except on very strong units. With this system, when two armies collide, only some of the units would get "first strike" due to the inevitable turn-based... um... inconsistancies with reality.
Of course, this might make combat viewing take a bit longer... but giving troops (and weapons) different speeds would be worth it, in my opinion.