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HonoredMule
Postmaster General
Joined: 05 Mar 2010 Location: Canada Status: Offline Points: 1650 |
Posted: 26 Sep 2010 at 05:04 |
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I suppose it's also noteworthy that a decision would have to be made as to whether a party was considered attacker or defender (important for determining their battle effectiveness relative to their unique stats). As I see it, there's two reasonable ways it could be handled:
1) Anyone present before a battle starts is a defender (like now), and anyone initiating battle
or arriving after it begins is an attacker (regardless of who's side they take).
2) Anyone present before a battle starts is a defender (like now), and whoever sides with the defender after battle begins is also a defender. The other side's participants are all attackers regardless of when they arrive (thought it's obviously after the first defender).
Which is better isn't nearly so clear-cut as what I've discussed so far. #2 is probably simpler/more compatible with existing battle resolution code (handling terrain modifiers etc.) and also more equitable, but I haven't fully thought it through yet.
Edited by HonoredMule - 26 Sep 2010 at 05:36
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xilla
New Poster
Joined: 24 Apr 2010 Status: Offline Points: 36 |
Posted: 26 Sep 2010 at 05:50 |
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I think you are making a meal out of it. If a party is on a square he is the defender, then strategems:
Attack attacks the initial party, assists the attacker
Reinforce assists the defender
This makes it possible for neutral friends to assist their chosen sides as desired without the need to ally/NAP. If you are allied with the opposing army you bounce.
Occupy becomes hostile to both parties if neutral, waits and attacks the winner of the battle (winner becomes the new defender). If ally/NAP then Reinforce. Multiple occupies stack and wait. If next occupier is allied to any reinforcing army but warring with another, bounce.
Raid is a quick attack that instantaneously wears the opposition. Being instantaneous it would revitalise it and make it useable again. Raiding a battle: If you are not already involved and are neutral/enemy, you wear down both parties. If already involved, obviously raiding army raids opposition
I like the idea. It makes battles more engaging and adds to the fun.
Also, what col was saying
Battle starts
50 v 100 (P1 has 50% of P2 troops)
Battle allowed to resolve results in 50 v 35 killed.
Battle interrupted halway. P2 reinforces 2 troops
Battle starts
25 v 85
P2 initially had 100% more troops, now has 240% more troops. P2 won't lose 20 troops. P2 just abused the system, no?
(Why wont P2 lose 20 troops- in the first battle P2 killed 43% more troops than s/he lost. If P2 lost 20 troops it would result in P2 killing only 25% more troops than lost despite having a 240% advantage on the opposition as opposed to 100% advantage.)
Edited by xilla - 26 Sep 2010 at 06:18
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Mandarins31
Forum Warrior
Joined: 05 Jun 2010 Status: Offline Points: 418 |
Posted: 26 Sep 2010 at 06:14 |
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HM, your ideas are interesting regarding the excitement of a battle. And we must consider that would be useful for fighting Factions as we could reinforce an attacking ally/NAP member.
More, this is intersting because we could have big battles bettween 2 sides without doing any siege and risk to demolish/destroy a city.
And this is important to precise with that idea you are creating a flee option with messengers.
For me there are some things to think about this subject:
1) to be more realistic an army may not flee instantaneously, it may have a certain amount of loses by trying to flee... for exemple, we can imagine that when occuppying time is ended or when a messenger arrives, it put the army in raid mode.
2) we may consider if it would be judicious to add an option when you are occupying a square. I think about order to this occupying army either to flee if it is underattacked either to defend against any attacks... either to flee only if the attacking army is bigger.
Finally what about assassins? For you would they be able to enter a battle what stays on a square? and if yes what would happen if a division lose its commender, or if the army lost all its commenders.
Edited by Mandarins31 - 26 Sep 2010 at 07:01
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HonoredMule
Postmaster General
Joined: 05 Mar 2010 Location: Canada Status: Offline Points: 1650 |
Posted: 26 Sep 2010 at 06:55 |
This: "Multiple occupies stack and wait." is a heavily loaded sentence. Stack with whom and against whom and in what order? In this and other statements there are way too many variables and combinations to properly support all the possibilities in code--at least in a way that makes sense and can be understood by
participants. Is it reasonable that other attackers sit around and pick off the winner--and then get picked off by the next in line themselves? How do waiting late Nth party arrivals team up with their allies, or do they at all? It's easy for us to throw around these loosely-defined ideas, but chewing all that fat down to actual code-level rules is quite a meal indeed, and one that will include details that will doubtlessly be hotly contested after release.
Also, what col was saying Battle starts 50 v 100 (P1 has 50% of P2 troops) Battle interrupted halway. P2 reinforces 2 troops Battle starts 25 v 85 P2 initially had 100% more troops, now has 240% more troops. P2 won't lose 20 troops. P2 just abused the system, no? |
Maybe this should be mitigated somewhat, but did P2 abuse the system, or just outflank and surround a smaller foe? It would appear to me to still be (close to) a reasonable reward for actively directing either a brilliantly-planned strategy or a very lucky happenstance.
I had a big spiel discussing this point, but removed it as a pointless rant. This is a matter that would need to be explored in code and simulation rather than speculation.
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HonoredMule
Postmaster General
Joined: 05 Mar 2010 Location: Canada Status: Offline Points: 1650 |
Posted: 26 Sep 2010 at 07:09 |
Mandarins31 wrote:
1) to be more realistic an army may not flee instantaneously, it may have a certain amount of loses by trying to flee... for exemple, we can imagine that when occuppying time is ended or when a messenger arrives, it put the army in raid mode. |
Perhaps it would be sufficient that messenger travel time still delays withdrawal. Otherwise, adding a relatively small delay with continued losses (at rates altered by yet another recalculation from the latest change) should suffice. Presumably the person recalling troops is losing and will lose troops even faster but for a shorter period, thus saving troops overall but at the cost of reduced killing effectiveness.
wrote:
2) we may consider if it would be judicious to add an option when you are occupying a square. I think about order to this occupying army either to flee if it is underattacked either to defend against any attacks... either to flee only if the attacking army is bigger. |
It sounds like you want more fine-grained stratagem options, in which case I think that could already be added as a separate feature with or without non-instantaneous battles, and it's an idea worth considering (at least in my opinion). In the mean time, just having the option to personally react by sending messengers is an increase in human interactivity thanks to having options where before there were only reports of foregone conclusions.
Mandarins31 wrote:
Finally what about assassins? For you would they be able to enter a battle what stays on a square? and if yes what would happen if a division lose its commender, or if the army lost all its commenders. |
I don't think diplomatic options against
battles should be implemented until diplomatic options against
occupations are implemented. The issues and features required to resolve them are virtually identical for both. The latter is already on the dev list, I believe.
Mandarins31 wrote:
For you what would happen if more than 1 army (each one owned by a different player) are trying to occupy the square as they are all ennemy/neutral with both players that initiate the battle?... tricky |
HonoredMule wrote:
...the following exceptions:
...
- 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.
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As I said, this could get very complicated. But ideally, I
think (and that's an uncertain thought) that anyone trying to
hold the square should get a chance to fight for it. It might be good enough to pigeonhole everyone into a round-robin affair, where newcomers get paired with the
earliest nap/confed found, or if there are none, takes a new side. Every time there's 2 idle sides, due either to new arrival or battle completion, those two sides duke it out. The results would be very chaotic and costly, but that's probably how it should be in hotly-contested space.
Edited by HonoredMule - 26 Sep 2010 at 07:17
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Mandarins31
Forum Warrior
Joined: 05 Jun 2010 Status: Offline Points: 418 |
Posted: 26 Sep 2010 at 07:25 |
These are good points
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col0005
Forum Warrior
Joined: 20 Apr 2010 Location: Australia Status: Offline Points: 238 |
Posted: 26 Sep 2010 at 08:29 |
Actually I think what I was saying has been completely mis-interpreted. What I was saying is that if P2 is the smaller player and gets re-inforced by a VERY small force then P1 will recieve less casualties.
Ie initial calculation
P1 has
100 troops
P2 has
50 troops end result is
P1 75 troops
P2 has
0
ie P1 has 25 casualties.
However P2 recieves a re-inforcment of 2 half way through so troop size is now P1 87.5
P2 25+2=27
P1
is now 3 times larger than
P2
so final outcome may be
80
0
dispite the fact that the re-inforcments were for the smaller player.
My point is that the act of interupting a battle and re-calculating the result will in itself reduce casulaties for P1 (the larger player) as the larger player will outnumber the smaller player by a greater percentage halfway through a battle than at the begninning.
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bartimeus
Forum Warrior
Joined: 09 Jul 2010 Location: Right behind U Status: Offline Points: 222 |
Posted: 26 Sep 2010 at 08:58 |
I think thats because the casualty calculation doesn't take into account that most of P1 casualty are made at the beginning when P2 still has most of its troops.
Thats a very good point you brought up col0005.
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Bartimeus, your very best friend.
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col0005
Forum Warrior
Joined: 20 Apr 2010 Location: Australia Status: Offline Points: 238 |
Posted: 26 Sep 2010 at 10:46 |
sort of.... it's more that half way through a battle the smaller player will have lost 50% troops where as the larger player will have lost perhaps a simmilar number, but a much smaller percentage of their total force. Say 100 Vs 50 to 80Vs 30 (same change in numbers much greater difference in percentage)
Given this it may be a lot simpler just to introduce rounds where a battle3 lasts a specific number of rounds depending on terrarin, troop type and numbers. This would mean that a re-calculation would occur regardless of re-inforcments being recieved or not. (Yes I do realise there has been a post on exactly this topic)
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bartimeus
Forum Warrior
Joined: 09 Jul 2010 Location: Right behind U Status: Offline Points: 222 |
Posted: 26 Sep 2010 at 11:30 |
Making same amount of casualty on both side like you show us in your exemple doesn't satisfy me. A very large army won't lose as much as the enemie armie if this enemie army is much smaller. thats just common sense. Not only will the percentage be smaller, but the numbers will be smaller too.
on a different subject, maybe once pathfinding comes into play, we can make the [tiles the army crossed just before reaching the occupied tile] to intervein in the battle outcome with a small bonus if for exemple, archers come from the forest to the plain, or if cavalry gallop down a slope from a hill toward a plain.
(i put the brakets so as to avoid ambiguity concerning the subjet of last sentence.)
Edited by bartimeus - 26 Sep 2010 at 11:32
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Bartimeus, your very best friend.
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