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Thread: Evening out the Battle System

  1. #11

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    Quote Originally Posted by Casca View Post
    That's not the point - the point is that real armies, 99.9% of the time, have a variation of infantry types.
    But think about it, would this end up like a game of finding a "optimal" solution to how much pike men, cav, archers to send?

    This will not make for ANY variant gameplay at all. The thing is, this will make for a CONVERGENT in solution by MOST players.

    The Mass Archers-Ballista combo we see now, is the result of such a convergence in solution. Much like any math equation. :P

  2. #12
    Join Date
    Jun 2009
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    Quote Originally Posted by nessa View Post
    I am unsure of the anwser but agree there is no point producing other infanty and or the cavalry as they dont help with the attacks in any way. It would be better and make the game more enjoyable if more of the units were more usefull in attacking.

    Nessa
    The reason cavalry/cataphracts(sp?) go unused is because they simply are not cost effective. you cant have the most expensive unit [not counting mech] dying to the last man every single attack before other casualties are taken.
    ~SiN~

  3. #13

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    I can only say, that a combination of various troops, in conjuction with archers seems to be the strongest army. Of course this depends on the level of archer technology and the pure amount of numbers. Also in defense, a combination of traps, abatis rl and trebuchet, together with a core of archer towers, seems to be the most effective defense. But no city can hold out against a larger army, if they want you dead! Therefore, have friends in the area for a good nights sleep!
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  4. #14
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    May 2009
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    somewhere in ohio
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    Default ?

    by combination you must mean one of every type?
    cuz thats how you minimulize loses
    sending more than one sword or pike is just a waste

  5. #15
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    Here's my list of changes.

    I think Towers need more range, but MUCH less damage. No attack escapes damage, ever. This fixes HBR too.
    Archers should be less ranged. This give siege a reason to exist.
    Trebuchet should do spash damage on troops (lots of troops), or NEVER hit troops. Non of this honor farming BS.
    No min range on pults. Don't add that.
    Melee gets large damage bonus on towers/siege except ram. If melee can reach them, they deserve it.
    Rams ignore all and go for the wall.
    Abatis should kill scouts.
    Abatis should slow unit speed.
    Traps should hit all units on the field. Including siege. Weak damage though.
    Logs should be massive damage, close range, huge splash.
    Cav/phract should prioritize towers/archers/siege.
    Leave archery for siege units.

    Oh, and remove troop limits. Rally Points should just be for how many concurrent targets you can engage.
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