![]() ![]() In real life, this would hinder the ranged units view/attack sights thus the loss in damage. It creates a protective "wall" around the ranged units. ![]() Warriors, Pikemen, Swordsmen gain 50% lifeĪrchers, Ballista, Catapults, lose -30% Damage Warriors, Pikemen, Swordsmen lose -80% movementĪrchers, Ballista, Catapults, lose -90% movement This works VERY well defensively especially when destroying siege. This would also promote the construction of the almost useless Cataphract. In this situation, Cavalry would charge behind warriors/swords/pikemen thus taking archers and siege one on one. ![]() I tried to think of an option where flanking could be used and this seems to work quite well. While the units are sneaking it would be easier for them to spot traps and the like so the chance of that happening would be much less also.Ĭavalry and Cataphracts gain 100% evasion for 4 turnsĬalvary and Cataphracts cannot attack for 4 turnsĬalvary and Cataphracts must keep moving for 4 turns I set it so siege can't fire while "camouflaged" because that would give away position as well. Now, let me explain a few things, I set it so speed is 110% when a unit is killed (offensively or defensively) because in real life the position would be given away in either scenario. I figure this would be a good tactic to use on flats and valley's rather than against fortifications, but it could work against an opposing players town quite nicely. This would have complications when it comes to siege. This obviously has major flaws but it could be worked out quite well, I put it -90% rather than -100% so battles wouldn't end in a draw. This also gives a wider variety of armies, rather than players focusing on 1 or 2 types of units it would give more diversity on the field of battle. It creates a use for scouts on the battlefield. Likewise, the more scouts you have than your opponent, the less likely you are to be spotted. If the opposing army has MORE scouts than the army using ambush, the chance of being "spotted" increases. Traps/Rolling Logs/Rockfalls have a less chance to trigger while speed is -90% ( could be based on INTEL of hero on both the attacker and defender) Units Cannot be fired upon by Archers/Ballista/Catapults/Archer towers as long as speed is -90% Siege cannot fire as long as speed is -90% When the first unit is killed (either offense or defense), all units then gain 110% speed Offensively this is a great way to defend against towers while defensively this is great way to defend against ArchersĪll units have -90% speed until the first enemy unit comes into range. In ancient times a Phalanx was almost impenatrable to projectiles. This seems like a great idea to combat the overusage of archers. Only applies to Warriors/Swordsman/Pikeman The situation would work both offensively and defensively This would be useful for a group of ranged units that are trying to pick off enemy units. In the defensive position, it would be useful if the defenders have units to quickly wipe out long range siege from doing more damage. In the offensive situation, a group of warriors could pick off archers quicker than if they were at normal speed thus minimizing losses. Now this would work as both offensive and defensive. ![]() If there is a tactic that enables Swords to hit archers, Cav to run behind, etc etc, it'd be heavily overused compared to the rest, there needs to be negative effects and possible ways to counter the tactic so it doesn't become, "DEFAULT" for all players. I thought about what you said Bomb and I think this would provide the best preference for the situation. I figured I'd put it this way to add more quests for new players as well as a general concept of strategy right off the bat.Īll units gain speed of 20-120% of their base speed Workers would be the only buildable unit until this has been researched. This research would be essential to build any unit from warrior up. With that all said, here's what I came up with.Ĭombat remains as is now. This is where I will need the most feedback, I'm no combat expert and like I said, my idea isn't perfect. Tactics would be a research available with a level 1 AcademyĮach progressive level enables the use of 1 more different battlefield strategy.Įach different strategy can be employed by both Offense and Defense. What if there was a separate combat option, chosen at the initation of the march ( for offense ) or anytime in town ( for defense ), that enabled different types of combat scenarios. This is one of the biggest aspects of a war game. Both sides charge and throw themselves at eachother. Ok first off, here is the battle mechanics as far as I know. just say how rather than flame, it would be very much appreciated. Obviously my idea isn't perfect, if you think it should be altered any way. There are pro's and con's to both sides believe it or not. I've been thinking about battle mechanics of this game as of the recent changes. ![]()
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