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  #31  
Old October 8th, 2006, 08:20 PM
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AAshbery76 AAshbery76 is offline
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Default Re: terrain and combat

I really would like to see this aspect greatly expanded,and the A.I programmed to understand it of course.
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  #32  
Old October 9th, 2006, 12:41 AM

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Default Re: terrain and combat

There could be different kind of terrain "connections", for example a mountain trail that only flying/tunneling/mountain survival units could cross. Maybe something for Dom4?
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  #33  
Old October 9th, 2006, 03:29 AM
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Default Re: terrain and combat

You could see an impact on starting distance or initiative -- ex. an army with more units with forest survival being able to get initiative even on the attack when ambushing enemies in a forest.

Survival skills and terrain might also affect stealth/patrol efficiency and ease of moving supplies from a nearby fortress.

On a more universal level, you would expect a forest to hamper ranged attacks (lots of cover, difficulty spotting) so a precision penalty would make sense, and possibly attack penalty. It being a forest might also force a shorter initial distance between the armies.

In mountains, one realistic but potentially complicated and dangerous factor would be making it difficult to coordinate multi-province attacks. Mountain passes might also have closer initial deployment; and one might want to see encumberance penalties.

Swamps are going to be brutal on ground-pounders; heavy encumberance, probably lower att and def as well. Patrols should have a harder time finding sneakers that have swamp survival.
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  #34  
Old October 11th, 2006, 03:37 AM
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Default Re: terrain and combat

Sneakers were really hard to come by back then for everyone. You just didn't have many people selling them because they weren't in style.

I thinking that it would be a nice touch if experience points gave bonuses to stealthy troops. Maybe +5 stealthy per two level of experience.

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