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yes.
This is wonderful, and is exactly what the game needs -- a CORE change in combat mechanics. Players will love the choice factor, and the game could actually be called "strategy" with something like this. As it is now, the main thing deciding a victor in any given battle is how well you can "feel out" the ever-changing mystery of mechanics... which doesn't make ME feel personally responsible for my decisions as Lord of the battlefield. It places the responsibility on Evony designers and coders, which now have a bad, bad rep.
Implement this, and we'll just feel bad about our OWN strategic mistakes, not about your sick, sad design failures.
*agree* Phalanx should come with speed reduction.
*love* Ambush.
First of all: ***This should all be DEFAULT, not just researchable!! Get a grip, developers! Hire someone who can create some deep AI.
--> Target Preference should be a priority in these tactics. eg: Cavalry default to archers as targets, unless otherwise specified by tactic choice.
Add a flat out "Siege" option as one of the higher research options (lvl 7,8), so it's not necessary to know it for raids or easy conquers, but certainly against a tough defense you'll need it. SIEGE Specifics: assumes a balanced attacking army -- similar to 'charge' and 'march' combined, giving target preference to defensive archers / towers, then charging horse, then charging ground troops, etc.
Siege alternatives: lvl 9/10 -- assumes unbalanced attacking army, either mostly siege engines / archers or mostly ground troops / cavalry. These aren't useful for most players or maneuvers, but add some depth to how players can be surprised and caught with their pants down. 1) Cavalry run in circles, drawing archer fire (?!) while pikemen run up and pole-vault up the walls, warriors toss their grappling-satchel charges, and swordsmen throw their shields as frisbees. Overall bonus to attack: 25%, speed reduced 30%, honor loss +300% if attack fails. 
Gimme some siege alternatives, I don't care WHAT it looks like!
Change 'scatter' to "skirmish" and make it lvl 1/2: this should give a "feel" of one-on-one combat as opposed to phalanx-type maneuvers, and should be one of the most common choices for your balanced-army average raids / valley conquers. Allows the unit types to really engage their "tactical nemesis" as they encounter them, and take full advantage of bonuses (ie: pikes run straight for cav, swords inch toward archers, cav flank archers).
lvl 7-10 "Knights' Deliverance":
Cataphracts stay back for several rounds of combat (with +30% projectile defense), until triggered by an attack on a certain unit (ie: archers, swordsmen), at which point they charge, and receive +50% to attack, with trample bonuses vs. warriors.
Some of these could be "secondary tactics", to allow you two choices per battle. You could open up the secondary tactic option by building an "add-on" to the rally point of the launching city. Rally points need something new anyway.
Keep it coming! This is the RIGHT TRACK for the game!
-Kromdax (srvr 3/5)
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