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Thread: New Research, "Tactics"

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    Default New Research, "Tactics"

    I've been thinking about battle mechanics of this game as of the recent changes. There are pro's and con's to both sides believe it or not... The game is still relatively new. But, this is just an idea. Obviously my idea isn't perfect, if you think it should be altered any way... just say how rather than flame, it would be very much appreciated.

    Ok first off, here is the battle mechanics as far as I know. Both sides charge and throw themselves at eachother. There are no "tactics" whatsoever. This is one of the biggest aspects of a war game. (IMO)

    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.


    Explanation

    Tactics would be a research available with a level 1 Academy

    Each progressive level enables the use of 1 more different battlefield strategy.
    Each different strategy can be employed by both Offense and Defense.

    The hard part is... what does each research level provide?
    This is where I will need the most feedback, I'm no combat expert and like I said, my idea isn't perfect.
    With that all said, here's what I came up with....


    2nd EDIT

    Level 1

    Standard

    Requirements: Level 1 Barracks
    Hero must be hired
    Combat remains as is now. This research would be essential to build any unit from warrior up. Workers would be the only buildable unit until this has been researched.

    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.

    Level 2

    Skirmish

    No requirements
    All units gain speed of 20-120% of their base speed
    Combat remains the same

    I thought about what you said Bomb and I think this would provide the best preference for the situation. 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.

    Level 3

    Charge

    No requirements
    Units gain 20% Speed boost
    Units lose -20% Life
    Combat remains the same

    Now this would work as both offensive and defensive. In the offensive situation, a group of warriors could pick off archers quicker than if they were at normal speed thus minimizing losses. In the defensive position, it would be useful if the defenders have units to quickly wipe out long range siege from doing more damage.

    Level 4

    March

    No requirements
    Units have a -20% Speed boost
    +20% Life


    This would be useful for a group of ranged units that are trying to pick off enemy units. The situation would work both offensively and defensively

    Level 5

    Phalanx

    No requirements
    Units gain +30% Life and 20% Defense
    Units lose -70% Movespeed
    Units gain 70% evade projectiles
    Only applies to Warriors/Swordsman/Pikeman


    This seems like a great idea to combat the overusage of archers. In ancient times a Phalanx was almost impenatrable to projectiles. Offensively this is a great way to defend against towers while defensively this is great way to defend against Archers

    Level 6

    Ambush

    No Requirements
    All units have -90% speed until the first enemy unit comes into range.
    When the first unit is killed (either offense or defense), all units then gain 110% speed
    Siege cannot fire as long as speed is -90%
    Units Cannot be fired upon by Archers/Ballista/Catapults/Archer towers as long as speed is -90%

    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)

    If the opposing army has MORE scouts than the army using ambush, the chance of being "spotted" increases. Likewise, the more scouts you have than your opponent, the less likely you are to be spotted. It creates a use for scouts on the battlefield. 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.

    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 would have complications when it comes to siege. 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.
    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 set it so siege can't fire while "camouflaged" because that would give away position as 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.

    Level 7

    Flank

    Cavalry and Cataphracts gain 100% evasion for 4 turns
    Calvary and Cataphracts cannot attack for 4 turns
    Calvary and Cataphracts must keep moving for 4 turns

    I tried to think of an option where flanking could be used and this seems to work quite well. In this situation, Cavalry would charge behind warriors/swords/pikemen thus taking archers and siege one on one. This would also promote the construction of the almost useless Cataphract. This works VERY well defensively especially when destroying siege. A good counter to this would be ambush.... see where this is going ?


    Level 8

    Shield Wall

    Warriors, Pikemen, Swordsmen lose -80% movement
    Archers, Ballista, Catapults, lose -90% movement
    Warriors, Pikemen, Swordsmen gain 50% life
    Archers, Ballista, Catapults, lose -30% Damage

    Now this tactic is interesting. It creates a protective "wall" around the ranged units. In real life, this would hinder the ranged units view/attack sights thus the loss in damage. This also helps from being an uber tactic lol..

    Level 9

    Long Range Ballistics

    Archers, Ballista, Catapults gain 30% range
    Archers, Ballista, Catapults lose -50% damage
    Archers, Ballista, Catapults lose -40% speed
    Archers, Ballista, Catapults do not stop moving

    This is a GREAT strategy to use Offensively and defensively. It would be used in conjuction with massive amounts of warriors. The units keep moving so it doesn't cause too much unbalance. This would easily be countered by phalanx or flank.

    Level 10

    Ram Cover

    All non-siege units' move speed is equal to Ram speed - 10%
    All non-siege units gain +150% life until Rams are destroyed
    Archers lose -50% range until Rams are destroyed
    All non-siege units' move speed regains normalcy once Rams are all destroyed

    This will put some good usage for Rams in the game. In real life it would be as though the units are using the Ram as cover from opposing forces. Defensively and offensively this tactic is a great way to protect your forces while siege pounds away at opposing forces. The best way to combat this is with charge or flank or ambush


    I think this makes a good full rough draft. Let me know what you all think of this now!

    4th EDIT

    Will continue to edit based on feedback




    2nd Option

    Upon the construction of the Rally point, all tactics will be available.
    What you think?
    Last edited by Jj456; 06-04-2009 at 12:52 AM.

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