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uritel View Drop Down
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Direct Link To This Post Topic: Detailed game, simplified combat?
    Posted: 27 Aug 2011 at 20:31
Good afternoon!

Let me start off this post with the acknowledgement that I'm completely new.  I have not actually really engaged in full combat yet so I'm only basing this information on what I found in help, on the forums, and from some information that I found out from players in game.  If I'm wrong, I'm wrong.  Please correct me.  Otherwise, don't try to roast me too much since I did some research ahead of time.  :)  And I'm not fully criticizing, although I'm disappointed if the information that I did find out, and the assumptions that came from it, are in fact correct.

So I've noticed that a lot of aspects of this game are VERY detailed.  Detailed to the point that sometimes it's frustrating, at least in comparison to other games that I've played.  In order to make a spy, you have to make cows, cows turn into saddles, then saddles and horses for the spy to use.  That = detailed.  It's not just "click here to make a spy unit" or "click here to make an axmen", etc.  Very detailed.  Frustrating, but oddly I like it.  Usually.

Now, even with this type of detail.. combat is apparently absolutely bland.  Sure, you have a few changes based on geographical conditions and some luck (apparently), but there isn't much else.  There are no combat stages.  You send swords and ranged into battle in the same army, why is it not staged?  Why does ranged not hit first, then swords second?  Why is this lump summed instead of being as wholly detailed as the rest of the game?  I see a lot of intricacies on the simcity side, but lackluster on the combat side.  This would open up a whole realm to a better experience in the game by having to plan out your attacks and creating the best army depending on the situation, beyond if you're in trees or plains.

If this is just the way that it is because the game is rather new, then okay, that makes sense.. hopefully there are improvements are on the way sometime in the near future.  Or is this something that we should come to expect and it's to remain the way that it is?

Or am I completely off base in my assumptions because I have no field experience and should shut up?  :)

Let's discuss..
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Direct Link To This Post Posted: 27 Aug 2011 at 20:45
combat is not staged. I hope that changes some day. 
but war isn't that frequent that you'd miss the feature very much! :)
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Direct Link To This Post Posted: 27 Aug 2011 at 20:49
Well, I feel that there is a difference between war and combat/battles.  Of course, frequent battles may lead to war, but skirmishing is bound to happen.  Whereas it's against other players, or roaming NPC's, or the pending factions implementation..

But maybe I am coming from left field on this.  I do find that due to the community (or perhaps due to the game, which influences the community), there is not much focus on the combat side of the game.  By no means am I a warmonger, or trying to become one, but I do look for balance in a game and this one just seems to lean heavily on civil communications between players and building/trading.
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Direct Link To This Post Posted: 27 Aug 2011 at 21:00
by the way, you have defensive combat and offensive combat.
each unit has a different propose and each has different reactions based on terrain. not bland terrain factors, HUGE terrain factors.

now for example, bow units are good defenders, the higher the ground the better ... cavalry is offensive and is top notch on plain... but sucks on mountain... i mean SUCKS BIG TIME ...
you see? its not as bland as you may think on a first look
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Direct Link To This Post Posted: 27 Aug 2011 at 21:03
Originally posted by uritel uritel wrote:

Now, even with this type of detail.. combat is apparently absolutely bland.  Sure, you have a few changes based on geographical conditions and some luck (apparently), but there isn't much else.  There are no combat stages.  You send swords and ranged into battle in the same army, why is it not staged?  Why does ranged not hit first, then swords second?  Why is this lump summed instead of being as wholly detailed as the rest of the game?  I see a lot of intricacies on the simcity side, but lackluster on the combat side.  This would open up a whole realm to a better experience in the game by having to plan out your attacks and creating the best army depending on the situation, beyond if you're in trees or plains.

Each unit has different attack/defense values against different unit types; racial units have different values to each other, the terrain the combat is on type affects different units differemtly, commander skills affect the different unit type depending on what's trained, what troops are in their division - armies are then composed of multiple divsions etc.

Is still a lot going on without micro managing the battle...
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Direct Link To This Post Posted: 27 Aug 2011 at 21:08
@Kilotov - 

I've already considered that, but geographical overview is really not considered (in my opinion) to be an intricate factor.  Especially considering when everything else (for the most part) is HIGHLY detailed and micromanaged.

Picking out the unit based on whether what you are attacking is on a mountain, in the trees, or on plains is just a mathematical percentage increase/deduction.  And all current games have offensive and defensive stats.  Older games have those, too.  Bonuses depending on what you're attacking or defending against is also lumped into the same/similar type of formula of mountain/tree/plains, too.

I consider those to be bland WHEN WEIGHED (and perhaps that's the problem that I have) against the other detailed parts of the game.  If I just clicked "build axmen" to make an axmen without any other prep than building up my barracks, then okay.. I'd be happy, or at least expecting, a lump sum response.  But Illyriad, you've set my expectations too high to be so bland when it comes to other aspects of the game.


Edited by uritel - 27 Aug 2011 at 21:09
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Direct Link To This Post Posted: 27 Aug 2011 at 21:13
Originally posted by surferdude surferdude wrote:

Originally posted by uritel uritel wrote:

Now, even with this type of detail.. combat is apparently absolutely bland.  Sure, you have a few changes based on geographical conditions and some luck (apparently), but there isn't much else.  There are no combat stages.  You send swords and ranged into battle in the same army, why is it not staged?  Why does ranged not hit first, then swords second?  Why is this lump summed instead of being as wholly detailed as the rest of the game?  I see a lot of intricacies on the simcity side, but lackluster on the combat side.  This would open up a whole realm to a better experience in the game by having to plan out your attacks and creating the best army depending on the situation, beyond if you're in trees or plains.

Each unit has different attack/defense values against different unit types; racial units have different values to each other, the terrain the combat is on type affects different units differemtly, commander skills affect the different unit type depending on what's trained, what troops are in their division - armies are then composed of multiple divsions etc.

Is still a lot going on without micro managing the battle...

I understand the combat factors.. I'm just wondering why they stopped there.  I'm not asking for micromanaging when it comes to the actual battle (i.e. having to command the battle yourself in real time), but I think being able to impact what happens first (speed, range, etc) is vital instead of a lumped format of (a +b) = c, c * x = y, (y - d) = z, etc.
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Kilotov of DokGthung View Drop Down
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Direct Link To This Post Posted: 27 Aug 2011 at 21:20
math of combat is a secret the devs are keeping since the weary start.
no math geek influence here Tongue
you don't now the numbers or the factors that determinate combat.
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Direct Link To This Post Posted: 27 Aug 2011 at 22:18
One advantage to this combat method is that it reduces the exploits found in some other games.  Such as innumerable dummy armies in Caesary or Evony.  Sure, it was sort of exciting to see if you got the dummies in the right order compared to the order of the other side in PvP battles ... for about 2 and a half minutes of heart-racing fun.

Complex battle systems lend themselves toward exploits, which yes can be interesting but also can be really frustrating.

Just my thought.
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Direct Link To This Post Posted: 27 Aug 2011 at 22:37
Hm.. I suppose.  Perhaps it's my inexperience with other games such as Evony, etc that has made it so that I have not experienced such exploits.  I guess I was seeking more of a complex blend in your armies that both you and your enemies (PC or NPC) would also have.  Ranged hits first (depending on range), cavalry second (due to speed), infantry last.. or what have you.

I suppose I'll just try not to be as picky for now until I experience more combat first hand.  I've noticed myself very picky today.. like wondering why Dwarves have a penalty to iron when they are typically viewed as miners in most games, and wondering why you can't view current quantities of diplomats/military on the same screen as your production one when wanting to queue troops, etc.  I'll just tack it up to that.
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