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  #1  
Old October 14th, 2007, 03:09 PM
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Default Re: A Cunning Plan: Trample

One more idea...

We could simply use the mechanic listed above and have a base Unit Size threshold (say =>3), and simply add Trample for unusually bulky units that can reduce the Unit Size threshold.

So, for example, a Unit Size 6 Titan can auto-trample up to Size 3 enemies and thus cause them great confusion, while a Size 6 Elephant w/Trample (+1) can auto-trample up to Size 4 enemies.

As for flying units, I think it's safe to say that they can't Trample at all, or that they have a penalty to auto-trample (Trample (-2)?). Same goes w/Ethereal and other units that have an innately low mass.

What do you think? Remember, it's important to think of Trample less as a weapon and more along the lines of Repel. Otherwise, it'd just be too "imba".
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Old October 14th, 2007, 10:05 PM
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Default Re: A Cunning Plan: Trample

also, in reality the point of a heavy cavalry charge was that it would trample the troops before it. The mechanics for cavalry are not very good in dom3 for this reason. The main power of cavalry is speed and kinetic energy. Speed is the obvious ability to avoid combat, but the kinetic energy is their charge. The lance would kill one man and then the horse would do the rest. Its movement would bowl over troops and crush those that fall beneath it while the rider used his forward motion and his height advantage to make crushing blows upon the infantry below him, preferably with a hammer or mace. The disadvantages of being mounted would then appear as soon as the horse stopped, whearas they are still effective in dom3 battles. I wonder if anyone here realizes how simple it is to kill a fully armored man on a horse. If you have a polearm, like a billhook or halberd, you can grab the knight and pull him off, onto the ground, where you will proceed to crush his skull with butt of your weapon. If you do not have such a weapon, merely move up close to the horses head, where the rider can't hit you. Then grab the bridle and proceed to punch the horse in the face. As it shies away grab the riders leg and pull him down. Another alternative is to hit one of the horses legs with your weapon and then bash it in the side. The whole horse will fall over, at which point the rider is really skrewed. Once it stops moving a horse is nothing more than a liability in combat. All in all, the mechanics for cavalry are not the strongest point in dominions 3.
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Old October 14th, 2007, 11:03 PM
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Default Re: A Cunning Plan: Trample

BigandScary:

Arrrgh!
Wall of Text crits Autocthon in the face for 1452 points of damage.
Autocthon is now blind.

Anyhow, you are correct - due to the lack of charge mechanics and skirmish orders, it's common to have light cavalry sit back and shoot arrows until the enemy closes, at which time they simply switch to lances. It's unrealistic, but it'd be foolish to do otherwise until the above mechanics are introduced.

It's even worse for skirmishing troops, which all to often run up in front of the enemy to skirmish, then stand there and get run down by the main body of the enemy army. If there is no Skirmish Order, I'd like to see a Hold and Fire order in a future patch.

Another interesting point you bring up is the need for charging/trampling units to build up sufficient momentum, which means that they need sufficient distance to use such attacks. The Dom3 battlefield mechnics are not sufficient in modelling this, but I don't know of any sufficiently simple mechanic that will do this in real time, either

Hmmm...
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Old October 16th, 2007, 12:21 AM
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Default Re: A Cunning Plan: Trample

sorry about the block of text, most of it is taken from my thesis on medieval infantry tactics. The whole point is the the greatest strength of cavalry is all based on movement, and, as you say, the battlefield mechanics are simply not up to that level of advanced combat.
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Old October 16th, 2007, 08:47 AM
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Default Re: A Cunning Plan: Trample

Yeah, and my pike wall is so much crappy, and it's principle ar so ovious for logical people I won't consider explaining why I find it so painfull to play as arcos mid or late.
An infantry well trained and prepared can wistand a cavalry charge without too many loose : Sikhs (india) have played a bad trick to english cavalry, without any polearms.
I think that if you increase their impact, you have to reduce their melee defence, for the reasons BrigandScary explained. ( a horse is almost never a 'dog of war')
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Old October 16th, 2007, 01:32 PM

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Default Re: A Cunning Plan: Trample

An infantry well-trained and prepared may be able to confound a cavalry charge: assuming they have the liberty in battlefield conditions, which is far from sure. Plenty of infantry formations have been ridden down by cavalry up until the 19th century.
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Old October 16th, 2007, 03:12 PM
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Default Re: A Cunning Plan: Trample

Cavalry have not been efficient as a shock force before stirrup. It was mainly use as a mean to outmaneuver the ennemy, and give a support afterward in melee. The only people using horses as a main shock force were europeans, and I cant remember any great battle won by a brutal cavalry charge.
I'm not talking here of the mounted archers, who have a different use and are very deadly to all types of infantry.
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