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November 9th, 2003, 01:47 AM
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Sergeant
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Re: Repel attempt bonuses
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Originally posted by PvK:
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
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There's a problem with that suggestion: the same unit can move and fire in the same turn (happens all the time when firing at fleeing enemies, in fact).
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.
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Pigs, on the other hand, are not bothered, or at least they don't complain.
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November 9th, 2003, 02:02 AM
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National Security Advisor
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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
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November 9th, 2003, 10:03 AM
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Lieutenant Colonel
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Re: Repel attempt bonuses
Quote:
Originally posted by Chris Byler:
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.
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strange, most of the melee I see can process for more than 10 rounds, when things are equilibrated that is. Dont base your facts on solo play where the player bring prot 18 HI against an unsupplied rabble of milicias. In pbem I have often see HI fall from fatigue after a long fight, especially when there is 100+ units for each side. The combat Last so long in fact that the quivers of archers are depleted and they start to charge with daggers.
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Currently playing: Dominions III, Civilization IV, Ageod American Civil War.
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November 9th, 2003, 01:16 PM
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General
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Re: Repel attempt bonuses
Quote:
Originally posted by Pocus:
this is very intriguing. Would you care to expand your answer? Why it posed problems? A system with simultaneous moves seems to be far more realistic AND fun. Was it a balance question, or a coding problem?
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.
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I don't remember really (it was maore than a year ago), but I believe it was a coding problem and a 'clarity' problem. Several small bugs and unwanted effects on the battle mechanics appeared and it was difficult to get an overview of the battle. PvKs suggestion with a differentiated turn sequence (archers, mages, move and melee) might remedy some of this, but it would take some remaking i believe.
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November 9th, 2003, 07:11 PM
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Major
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Re: Repel attempt bonuses
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Originally posted by Keir Maxwell:
Not quite the right analogy Nagot as I did say spearmen and a Giant not a pike block or even a hopilite phalanx. Better to use the example of an elephant crashing into spearmen (...)
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Then you should explain what you mean by 'spearmen'. Some sort of tribal horde fighting with short throwing spears perhaps? That's not the most common meaning of 'spearmen' in ancient and feudal warfare. Eg, Scottish and Flemish spearmen fought with long spears (3 to 5 metres long) in very close formations, not that very different from hoplites or pezetairoi. And BTW, I've seen the term 'spearmen' used for hoplites in several sources.
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God does not play dice, He plays Dominions Albert von Ulm
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December 30th, 2003, 09:31 AM
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Major General
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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 ]
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December 30th, 2003, 08:02 PM
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Major General
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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).
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