| Author |
Topic Search
Topic Options
|
HonoredMule
Postmaster General
Joined: 05 Mar 2010 Location: Canada Status: Offline Points: 1650 |
Topic: Non-instantaneous battles Posted: 25 Sep 2010 at 20:15 |
|
Currently, whenever opposing armies meet, battle is automatic and instantaneous. This is a simple and functional implementation of battle, but I believe it can be much better, more realistic, and more exciting with little increase in complexity. Battles should take time.
Results can still be calculated immediately, but instead of reporting them immediately, add a calculation for battle duration based on relative and total size of the armies as well as the stratagem used (i.e. raids should be shorter). Keep the attackers and defenders occupying the square "in battle" until the duration is concluded, then send the messages and return surviving troops, with the following exceptions:
- An occupying (defending) army that is scheduled to leave (or recalled by messenger) at a time between battle start and end will still do so. Battle result becomes truncated to a percentage of losses/side equivalent to the percentage of battle duration completed. If forces from both sides are still present, a new result and duration is calculated and set for the remaining troops. Emails are generated showing progress so far and what has changed (an army retreated).
- Another army arrives and adds its forces to either side. The same sort of result scaling + calculation of additional result again occurs.
- A scout arrives. In this case, the email generated will report troop counts adjusted once again by the same "interrupted duration" technique, though without other intervention the final result is still not known nor altered.
- An army arrives that is or NAP/ally of both sides. The army returns without doing anything.
- An army arrives that is enemy/neutral of both sides and set to occupy. The army waits for existing battle to complete (at least until occupation duration expires) and fights the winner if the winner stays. During this time, another player sending to occupy that is enemy of all will battle the waiting 3rd party. This final exception could get complicated and therefore be excluded, but could add considerable excitement if included.
---------------------
In plain English then, battles should take time relative to the balance and magnitude of participating armies, and by this means attackers should be able to work together by right of landing at the same time. This potentially upsets balance, but I believe it's fair and controllable, especially since failure to coordinate timing well could mean each army is destroyed by overwhelming force before the next arrives to reinforce it.
The gameplay advantages are not really about balance, though, but excitement and getting more bang for your buck than a single battle report. When battles take time, the tide of battle can change by fluctuating circumstances (such as reinforcements and retreats), and various automatic messages and interim scout reports would give players a feel of greater control over and opportunity for involvement in the proceedings of battle.
Also, large coordinated alliance operations would be more equitable in that everyone who shows up on time gets a piece of the action, rather than multiple battles being calculated in short succession where the first to arrive are the first served both death and experience,while others get nothing.
Edited by HonoredMule - 25 Sep 2010 at 20:21
|
 |
bartimeus
Forum Warrior
Joined: 09 Jul 2010 Location: Right behind U Status: Offline Points: 222 |
Posted: 25 Sep 2010 at 21:38 |
I like it that every single one of your post is both accurate and elegantly written.
I dont like it that every single one of my post seam quite dull in comparaison, as if they were written by a 15 years old.
Anyway, I am 110% positively for your ideas. even Ikariam (another browser game, quite boring after a while) doesn't have instantaneous battle.
(by the way, one of the few thing I liked about Ikariam was the concept of having multiple players having to work together because the rescource production upgrades were common to the whole island. maybe we could reuse this idea for something else in this game? specialy reguarding Faction? start another topic for that so as not to pollute HM's topic.)
Edited by bartimeus - 25 Sep 2010 at 21:41
|
|
Bartimeus, your very best friend.
|
 |
col0005
Forum Warrior
Joined: 20 Apr 2010 Location: Australia Status: Offline Points: 238 |
Posted: 26 Sep 2010 at 00:41 |
+1 very simple solution
I'm pretty sure many of us have been thinking something like this would be fantastic. later it would also allow for a new stratergem whereby smaller armies could delay larger armies on the move, gurrilla tactics or something. This option would obviously have to create higher casualties for the smaller army
Edited by col0005 - 26 Sep 2010 at 00:51
|
 |
iluvpie3
Greenhorn
Joined: 02 Jul 2010 Location: Earth Status: Offline Points: 88 |
Posted: 26 Sep 2010 at 00:53 |
|
I like your idea HM,but I have one question about it:Would we actually control our army while its fighting and give it orders,or would it still be controlled by the computer and just take a longer time to finish?
Edited by iluvpie3 - 26 Sep 2010 at 00:54
|
 |
HonoredMule
Postmaster General
Joined: 05 Mar 2010 Location: Canada Status: Offline Points: 1650 |
Posted: 26 Sep 2010 at 01:14 |
|
Without being interrupted, the outcome would be exactly the same--it just takes longer to finish. However, you could use scouts to track progress even before you know the final outcome, and recall if you don't like how its turning out...or if close enough, send reinforcements. The basic behavior of battle and calculations that determine outcome would be unaltered, but making it span a non-instantaneous time frame and holding the participants there means that additional forces can participate in the
same battle--yet only to the extent that said forces are present during that battle.
Balance would be altered somewhat given that (for example) two equal armies could attack an occupation matching their combined strength and the battle would be balanced instead of outnumbered 2/1 twice (provided the attackers arrive at the exact same time). Some additional territorial control is enjoyed as well; battles close to a participating player would be in that player's advantage as he can reinforce or withdraw quickly and the long-distance enemy cannot. But by far the greater difference would simply be that warfare becomes something that participants can observe over time. This is more about making the game interesting than fairness or even control. Battle conditions could actually change in response to additional (mostly pre-planned and executed/launched) actions. And instead of simply being told the final result, players would be told every time the course of battle is altered, having the opportunity to carry out further instructions. Players become much more involved/engaged spectators.
----
In my opinion, live player-controlled battle is a drastically huge change from how browser-based games normally work and infeasible socially if not technically as well.
|
 |
col0005
Forum Warrior
Joined: 20 Apr 2010 Location: Australia Status: Offline Points: 238 |
Posted: 26 Sep 2010 at 02:02 |
actually I just realised that you mechanism is perhaps a little too simple as a re-calculated battle is very much in the favour of the larger side. Eg a battle interupted at 50% time by 1 unit and commander on the smaller players side.
Lets say p1 (100 troops) V.s. p2 (50 troops) with 25 %casualties for P1
so at 50% completion P1 has 87.5 troops P2 has 25 +2 (re-inforcments)
As you can see halfway through the battle P1 has gone from being twice the size of P2 to being more than 3 times the size.
Therefore even though P2 recieved the re-inforcments this system actually hurt P2.
Therefore the mathematics of a balanced system is actually a lot more complex than it seems on the surface.
I know this example is messy but I have to go to work. Let me know if I need to make things clearer.
Basically what I'm trying to say is that a larger force will recieve a smaller percentage loss of troops. Therefore as the battle progresses the smaller side will become more and more outnumbered meaning that a re-calculation will change from say 100 vs 50 (X2) to 90 V.s 30 (X3).
Edited by col0005 - 26 Sep 2010 at 02:10
|
 |
TGE
New Poster
Joined: 21 Jul 2010 Location: USA Status: Offline Points: 30 |
Posted: 26 Sep 2010 at 03:30 |
|
I think this is a great idea because of all the new tactics it could allow. For example, if army 1 attacks army 2 from the west, then the owner of army 1 might be able to send another attack to the same point, but from the east (Using the not yet implemented rally points maybe?). This flanking could give a % attack bonus to the flankers, or maybe even scale the bonus with speed, which would make a lot of sense in my mind. This is just one of the many possibilities.
|
Comic Sans started global warming
|
 |
HonoredMule
Postmaster General
Joined: 05 Mar 2010 Location: Canada Status: Offline Points: 1650 |
Posted: 26 Sep 2010 at 04:21 |
|
(all numbers presented as theoretical units with equal attack and defense as all others)
col, the outcome of a 50 vs 100 battle under the new system would be exactly the same as under the current one. If the 50 were reinforced by another 50
half-way through, then the losses on both sides for the original parties would be cut in half and a new calculation would occur based on the survivors of both sides plus the extra 50 units. So if the original outcome was 0 and 65 (losses of all and 35), then the halfway losses are 25 and 17 for a remainder of 25 vs 83. Add in the reinforcements and the new outcome is based on starting troop count of 25+50=75 vs 83, which is almost balanced (90.4% of the 83).
However you look at it, the new outcome is nothing but favorable to the smaller party compared to how it was before. Instantaneous battle would resolve 50 vs 100 leaving 0 and 65 when the next 50 arrives for a new clash of 50 vs 65 (76.9% of the 65). And if both attacks had landed at the same time, the battle would effectively be 50+50=100 vs 100 for a perfectly even match. If you can't be bothered to well-coordinate and tightly time attacks, you shouldn't enjoy the full benefit of attack stacking anyway.
Note also that integer rounding always favors the smaller party, and there would be several such occurrences when multiple events each trigger re-calculation of the outcome and apply percent-completion-based scaled losses.
|
 |
some random guy
Forum Warrior
Joined: 26 Aug 2010 Location: saturn Status: Offline Points: 378 |
Posted: 26 Sep 2010 at 04:41 |
|
this idea needs to have a bit more refinement, as all good ideas do. for instance, if two armies begin an engagement and a third party wanted to reinforce one of the original combatants, how would the third army know what to do?
|
|
Soon, very soon, my name will become synonymous with chicken alfredo.... mmm.... chicken alfredo....
|
 |
HonoredMule
Postmaster General
Joined: 05 Mar 2010 Location: Canada Status: Offline Points: 1650 |
Posted: 26 Sep 2010 at 04:56 |
|
I'm pretty sure that's already precisely covered. The 3rd party has to be in a NAP or confederation with the side it is supporting (as it would have to be
anyway), and then automatically stacks with that side against the other upon arrival...regardless of whether the side it is supporting is the attacker or defender.
And I also already noted that if the 3rd party is friends with both sides, it just turns around and goes home. The only time things get even a little vague or complicated is when the 3rd party has no friendly relationship with either side and in particular also wants to occupy the square.
|
 |