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November 24th, 2003, 02:59 AM
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Colonel
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Join Date: Apr 2002
Location: Near Paris, France
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Re: Suggestion: How to beef up light inf
Well, in order to make LI something else than just CI (crappy Infantry  ), it should have the advantages that it had historically :
- Loose formation, using more space, less affected by area fire and arrow volleys
- Bonuses when attacking from flank/rear - this should apply to all troops, but LI would benefit from their formation and speed to flank HI
- ABILITY TO REFUSE CLOSE COMBAT against heavier troops - this one is very important IMHO. For examples the role of Roman Velites was to fight enemy skirmishers, fire javelins on the enemy front ranks, and then retreat, not to engage Hannibal phalanx or elephants frontally  !
I'm not sure all this can be done without a serious overhaul of the combat/battle system, but as it stands now LI is quite hopeless ...
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November 24th, 2003, 12:03 AM
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National Security Advisor
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Re: Suggestion: How to beef up light inf
Quote:
Originally posted by PDF:
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- ABILITY TO REFUSE CLOSE COMBAT against heavier troops - this one is very important IMHO. For examples the role of Roman Velites was to fight enemy skirmishers, fire javelins on the enemy front ranks, and then retreat, not to engage Hannibal phalanx or elephants frontally !
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This is a good point. How about a mechanic that would happen when the enemy approaches to melee range - if the enemy moving up clearly outmatch the friendly troops, and the friendly troops are faster then the approaching enemies, then the friendly troops step away (if possible), rather than letting themselves be hacked to bits. The units that step back would lose action points from their next turn equal to the distance they had to step back (so it's not a free increase in movement ability), and this would also reduce their effective speed for later checks (so surrounded fast units would still get caught).
This would also help freak accidents of the turn-based movement/combat, and other unfortunate plights, such as when a fast horse unit races out ahead, and gets hacked up by a mob of infantry, or if a bunch of infantry charge at a mage or mounted commander who could outrun them, but doesn't because it isn't in the AI script.
PvK
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November 24th, 2003, 12:23 AM
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General
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Re: Suggestion: How to beef up light inf
Giving units the ability to run away without routing would be a little powerful in the case of flying units. Caelum for example would be nearly uncatchable.
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November 24th, 2003, 12:41 AM
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Major General
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Join Date: Nov 2000
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Re: Suggestion: How to beef up light inf
Quote:
Originally posted by Graeme Dice:
Giving units the ability to run away without routing would be a little powerful in the case of flying units. Caelum for example would be nearly uncatchable.
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archers: "fire at enemy flyers" ???
Thinking about it, it seems to me that this would make sense very well - realism and all
A.
[ November 23, 2003, 22:43: 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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November 28th, 2003, 12:56 PM
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Major General
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Re: Suggestion: How to beef up light inf
Quote:
Originally posted by Kristoffer O:
quote: Originally posted by Arralen:
I though about not moving into the same square with units of the same squad,...
Could the game enigne handle this?
A.
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Not currently, but it is a good solution. ... I am very fond of the manipular army, but the Dominions engine is not formation friendly. So there's a chance that it will be implemented in the patch?
Maybe there should be more checks for units:
- not moving LI in squares where another unit of the same squad already is
- not moving into squares where some damaging area effect is active (poison, auras)
- not moving right up to an enemy without having enough AP left to attack him (this could get a bit tricky, though. But even one square would be better than it is now, where my troops regularly line themselves up to be killed in the next combat turn)
Three flies to be squashed with the same piece of code ??
A.
[ November 28, 2003, 10:58: Message edited by: Arralen ]
__________________
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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November 28th, 2003, 03:28 PM
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Colonel
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Join Date: Apr 2002
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Re: Suggestion: How to beef up light inf
Quote:
Originally posted by Graeme Dice:
Giving units the ability to run away without routing would be a little powerful in the case of flying units. Caelum for example would be nearly uncatchable.
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Maybe they would need some changes (higher costs, less power, etc...), but it only reflect common sense : I wonder how a landlubber swordsman can ever catch a flyer who refuses combat !
MoM and AoW have nice features about it : non-flyers can only engage other non-flyers, only flyers can engage all 
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November 28th, 2003, 03:47 PM
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Shrapnel Fanatic
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Re: Suggestion: How to beef up light inf
Quote:
Originally posted by PDF:
MoM and AoW have nice features about it : non-flyers can only engage other non-flyers, only flyers can engage all [/QB]
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MoM also had that timeout on combat which I abused ALOT. I loved to take flyers in and cast "confuse" or whatever that one was that opened a chasm. If it didnt work I just waited out the combat then tried again. Realistic? I guess so. But way too useful.
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-- DISCLAIMER:
This game is NOT suitable for students, interns, apprentices, or anyone else who is expected to pass tests on a regular basis. Do not think about strategies while operating heavy machinery. Before beginning this game make arrangements for someone to check on you daily. If you find that your game has continued for more than 36 hours straight then you should consult a physician immediately (Do NOT show him the game!)
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