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  #11  
Old September 9th, 2006, 06:26 PM
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Default Re: terrain and combat

I was sort of thinking that too, Nerfix. I'll say though, that I see no problems with swamp being the only terrain that actually bestows penalties in battle.

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  #12  
Old September 9th, 2006, 06:29 PM
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Default Re: terrain and combat

Quote:
BigJMoney said:
I was sort of thinking that too, Nerfix. I'll say though, that I see no problems with swamp being the only terrain that actually bestows penalties in battle.

=$=
Same here, but having people who don't have mountain survival suffer penalties in mountains would make sense.
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  #13  
Old September 9th, 2006, 06:36 PM

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Default Re: terrain and combat

I think BigJMoney had a good point, commanders will avoid bad terrain. In swampland this is hard, if not impossible, so that could be left. In a forested or mountainous terrain, however, they will often look for a clearing/valley to fight in.

I would therefore propose that forest/mountain survival units could take the most direct route (through the forest/over the peak) whereas those without the necessary survival would have to go the long way round. Would it be too hard/unbalanced for those without survival to start with 10 - 20 fatigue (to represent the extra walking)?
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  #14  
Old September 9th, 2006, 06:47 PM
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Default Re: terrain and combat

That's another way to do it too.
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  #15  
Old September 9th, 2006, 09:39 PM
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Default Re: terrain and combat

I just thought of this: maybe non-mountain survival troops should get greater fatigue, on account of the thinner air making you tired faster. but mountain-survival types are used to this, so they don't mind.
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  #16  
Old September 10th, 2006, 03:29 AM
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Default Re: terrain and combat

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Nerfix said:
Perhaps we could get a new "Cavalry" attribute...it could affect stuff like Cavalry suffering vs. Animal Awe, and perhaps cavalry being more suspectible to some nature related spells like Beckoning...
IIRC we already have a "Mounted" attribute. (Which IIRC bans the commander from using the bigger shields)
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  #17  
Old September 10th, 2006, 04:51 PM
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Default Re: terrain and combat

@Fate
Superb! That is so simple, it's genius. All units fighting in mountain or forests start combat with (let's start the experiment with...) 10 fatigue. Units with proper survival don't. It's explained thematically, it adds a bit to the usefulness of a skill, it adds a bit to the variables of combat via terrain, and it's not too drastic. I back this one 110%.

The question is if it can be done. I hope so.

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  #18  
Old September 10th, 2006, 05:19 PM

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Default Re: terrain and combat

You could give them negative reingvig instead. Maybe reinvig -1? thats not really going to affect gameplay, and it's kinda thematic. Especially for mountains. Not too sure about forests though... Starting with fatigue is good idea too though.
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  #19  
Old September 10th, 2006, 05:28 PM
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Default Re: terrain and combat

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Frostmourne27 said:
You could give them negative reingvig instead. Maybe reinvig -1? thats not really going to affect gameplay, and it's kinda thematic. Especially for mountains. Not too sure about forests though... Starting with fatigue is good idea too though.
Negative reinvig was what I thought for mountains.
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  #20  
Old September 10th, 2006, 06:05 PM

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Default Re: terrain and combat

Ahhh. Sorry, I thought you meant encumberance, which would also work (like heat cold already is).
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