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June 20th, 2006, 09:38 PM
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Re: Making new components.bmp
Actually I think a flag or standard would be best for now. I want it to be something small so my ship sizes still work out as I want them to.
Small Questband -- 3 warriors plus equipment (horses,packs...)
Questband -- 5 warriors
Large Questband -- 8 warriors
Small Crusade -- 15 warriors
Large Crusade -- 30 warriors
These won't be exact of course, you can stuff in more if you use less equipment or play orcs (they have smaller kt warriors), or less with elves or lots of equipment but thats the standard.
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June 21st, 2006, 12:14 PM
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Re: Making new components.bmp
Questband? Sounds like a variant of Angband 
And not to bring politics into the mod, but isn't Crusade a bit limited to, umm, Christianity, not fantasy worlds? 
Why would orcs be *smaller* than other races? Aren't they the big hulking brutes? 
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June 21st, 2006, 03:43 PM
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Shrapnel Fanatic
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Re: Making new components.bmp
In some mythos, yes. In others, such as Tolkein's middle earth, orcs are small and decrepid. It all depends on what you are trying to represent.
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June 21st, 2006, 03:58 PM
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Re: Making new components.bmp
I wanted to represent the idea of Orcish hordes, and the rarity of Elves. The KT doesn't represent their real size, but their hordish nature. Basically I'm just trying to say they come in bigger crowds and that Elves are more sparse.
As for crusade, can you think of a better name for larger, but not huge groups of people on an expedition? Things like squad/platoon, etc are a little too modern and not fantasy themed as much. I was thinking of Questbands as like the kind of questing teams formed in MMOs (8 people in City of Heroes, 5 in WoW, which is how I picked those two sizes).
If I wanted to go more warcraftish I could call the bigger vehicles Raids I suppose.
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June 21st, 2006, 04:33 PM
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Re: Making new components.bmp
How about Party and Expedition?
For the races, consider the tractor-beam effect: only big ships can tractor-beam smaller ships. Assuming some unit is going to have the "tractor beam" or "repulsor beam" damage type (perhaps a Grappler, Wind-Mage, or somesuch?) you might want to have the vehicle sizes set up properly... how about something like this:
Orcs are 40kT components and their "party/expedition" hulls are 200kT - 2000kT (5 - 50 orcs)
Humans are 30kT components and their "party/expedition" hulls are 90kT - 900kT (3 - 30 humans)
Elves are 20kT components and their "party/expedition" hulls are 40 - 400kT (2 - 20 elves)
This way you get the benefits of large parties for orcs as well as the proper sizing of individual characters! 
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June 21st, 2006, 05:54 PM
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Re: Making new components.bmp
I think I'd keep the normal ship sizes for the normal races and then do as you say with Elves and Orcs.
I also currently give some extra space in the ship sizes for horses (movement) and packs (supply and cargo). I never knew that rule with tractor beams.
I've play tested the Human set a bit and found combat to be a little slow, but also interesting. I had three big battles and all of them were grinding long battles that lasted multiple attacks and left lots of warriors on both sides dead. The tactical map is really a bit big, because archers can retreat for a long time before meleers and pole ranged fighters can back them against the wall. So I've uped movement speeds a bit and I'll see if 30 turns is enough now.
The balance between melee, pole, ranged and spellcasters (as well as speciality units like the Orc elephant) is pretty delicate. Pole and Melee units are both going to take plenty of weaker shots from ranged units, but I want things to work out so unsupported those ranged units will get mowed down once melee combat starts. That happened pretty much, already, but archers are able to fire and retreat rather well because of Se4's mechanics.
I still need to test how max range strategy works with the archers firing against meleers, and I suppose that will influence my balancing.
Pole ranged units, on the other hand, seem to do best in situations where the melee positions are filled up by other parties. Lots of meleers can get things clogged up whereas ranged and pole units can fire more effectively in big battles.
I've got Orcs designed and their components are included, now I just need to add them in, and I still need to test the human high tech warriors (Gunman).
All I can say for battles, is find out what mount your enemy is using before battle. I had 11 Small Questbands with regular unmounted archers and knights lose to 3 Medium Questbands with Heroic mounted knights (of course the 3 ships cost a lot more too). Number of ships doesn't tell everything with the way mounts are currently.
I may have to increase overall damage levels to make combat a bit more swift. Its not bad in strategic, except you'll need to attack more than once often in even battles, but in tactical the battles take forever and don't resolve a lot. Especially with lots of archers with their low damage attacks.
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June 21st, 2006, 07:05 PM
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Shrapnel Fanatic
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Re: Making new components.bmp
SE4 shouldn't be played tactical. Especially if you've got large armies.
Having the battles take a long time is good!
That means it isn't an all-or-nothing thing, and you can retreat if you are outmatched.
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