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Topic ClosedCombat: directionality

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Albatross View Drop Down
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Direct Link To This Post Topic: Combat: directionality
    Posted: 30 Oct 2012 at 12:05
This idea gives attackers the opportunity to best use the surrounding terrain to their advantage, and to combine efforts in an attack.

There's opportunity for attacks on a square to come from a direction - it would be set up in the same way that you'd set up a siege. This would allow the terrain from that direction to be used. Have a think through how the various combinations would work for or against various types of attackers and defenders.

We could also specify a divisional  direction for defence, but the proposition is a bit weaker for this idea. Maybe it's best used to align the army to cover weaknesses or strengthen a defence in an expected direction. Changes to stance are communicated by messenger, or improvised by a commander (where researched skills make them more adaptable)

Further, when multiple armies try to prepare on a square (a process that should take a few minutes), there's opportunity for interaction. Allies/Confed will do something like a reinforcing Sally Forth, NAPs and will be a bit compromised, neutrals more so, and WAR will battle before any engagement with the target square. This 'preparation phase' allows coordination of armies from different players, letting the smaller players contribute effectively to a large attack, rather than simply going 'splat'.

Probably one for when Pathfinding™ happens.
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Lyken View Drop Down
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Direct Link To This Post Posted: 30 Oct 2012 at 16:26
I was just thinking about this. >.>

Actually, I was thinking maybe armies could have some sort of 'dig in' bonus depending on how long they've occupied a tile. Perhaps a simple tiered percentage bonus to all defence values.

It could be something like:

Time on tile (hours)    Bonus(%)
5 5
10 10
15 15
20 20
25+ 25

It would certainly make holding a tile easier without having to stack hundreds of thousands of troops up. The specific durations might need to be increased to give slower troops a break, but quick cavalry strikes would allow you to break an army before it can set up.
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Albatross View Drop Down
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Direct Link To This Post Posted: 03 Nov 2012 at 10:30
Thinking on this a bit more, I think the 'attack direction' can be automatically determined when the army is close, to make best use of terrain (I'm all for lessening complication). The optional siege-like instruction of choosing an approach direction would be an override.

I expect most people would easily just accept the default, which could lead to some interesting collisions when the attack hasn't been thought through, or when the area is busy.

Pathfinding would open up a lot of situational awareness behaviours, and most Pathfinding logic would imply the 'directional attack' and 'collision' functionality anyway.
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