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| Author | Topic : Mobility | ||||||||||||||||||||||||||||||
| Sage Posts : 1871 | Posted : Tuesday, 12 October 2004 - 06:27 My current game is my first non-skirmish in MONTHS. So of course in skirmish gamse I use few, large stacks. I'll have to adapt to a game with max-damage. | ||||||||||||||||||||||||||||||
Requiem [R]![]() Posts : 3851 | Posted : Tuesday, 12 October 2004 - 07:11 well, i dont think there is much difference between normal & skirmish games. the principle is the same. | ||||||||||||||||||||||||||||||
| Arnof the Vile Posts : 70 | Posted : Tuesday, 12 October 2004 - 20:32 I am assuming that most everyone, like me, uses as large stacks as I can get away with, usually at least up to 1000 dmg. One simple reason: The maps are *really* crowded. There are no real plains, no real open terrain (except around castles, which doesn't really count as 'open'). There is only a maze of obstacles. Obviously, this makes the most effective strategy to have a few heavy melee units and back them up with lots of missile. | ||||||||||||||||||||||||||||||
TaurusRex ![]() Posts : 3595 | Posted : Tuesday, 12 October 2004 - 21:45 I have found that defensively I can agree with you "Arnof" concerning the maze map; | ||||||||||||||||||||||||||||||
gueritol ![]() Posts : 2470 | Posted : Wednesday, 13 October 2004 - 13:27 Well to put it easy, if you use small/med size stacks and attack a big one, let's say that your able to inflict 1000 of damage, but the retail attack is 3000. Poof! there goes that stack, now your next stack might inflict damage without retail, but next time you strike, same story. | ||||||||||||||||||||||||||||||
TaurusRex ![]() Posts : 3595 | Posted : Wednesday, 13 October 2004 - 19:38 "Guer" | ||||||||||||||||||||||||||||||
gueritol ![]() Posts : 2470 | Posted : Thursday, 14 October 2004 - 07:02 Yes TR, the numbers might not be final but the idea is. | ||||||||||||||||||||||||||||||
Requiem [R]![]() Posts : 3851 | Posted : Thursday, 14 October 2004 - 08:56 how about something simple... | ||||||||||||||||||||||||||||||
TaurusRex ![]() Posts : 3595 | Posted : Thursday, 14 October 2004 - 09:26 Well that would sure discourage us from making "evasive moves" but the "no-cost" I think should be extended to a stack of 50. | ||||||||||||||||||||||||||||||
Ghengis Khan ![]() Posts : 828 | Posted : Thursday, 14 October 2004 - 10:46 First I am not for penalizing units movement anyways. It is hard enough to get my troops where I want them. If you implement this, then you also need to implement a better path selector. One that will choose the path that will allow the unit to get there. I have several times ran into the problem of the game moving my unit to an area that I didn't want it to go. Then having to take extra MP and BP to get where I wanted. | ||||||||||||||||||||||||||||||
| ^ector Posts : 493 | Posted : Thursday, 14 October 2004 - 11:11 yeah, please don't impliment this, I don't want to have to move 10 different stacks of scouts and then spend two or three turns squishing them together just because I found that that would save me time in the long run at x distance from my goal... thats a bit too complicated. plus, it'll be just one more reason to avoid basic troops. | ||||||||||||||||||||||||||||||
gueritol ![]() Posts : 2470 | Posted : Thursday, 14 October 2004 - 11:38 I do not get your message ^ector. | ||||||||||||||||||||||||||||||
TaurusRex ![]() Posts : 3595 | Posted : Thursday, 14 October 2004 - 12:14 Well again I really would have preferred that "MP penalties" only be an amount of "delayed movement" (i.e. it would take as much as 3 MP's to get ready to move a large army with no movement until once movement is allowed the unit could still move the maximum of 12 spaces if it has the MP's). | ||||||||||||||||||||||||||||||
Ghengis Khan ![]() Posts : 828 | Posted : Thursday, 14 October 2004 - 12:52 Sorry TR I didn't get that from your original post, the isea of a unit having to have so much MP before it can move based off of it's size is totally acceptable to me. | ||||||||||||||||||||||||||||||
| ^ector Posts : 493 | Posted : Thursday, 14 October 2004 - 13:46 here is the problem I see with this idea of mobility, in req's incarnation. if you do put a 5 mp penalty on a really big unit, you can move (lets say its a scout with the most possible mp ever, 13) at the maximum, 8 hex. lets say your smart and have little scouts ahead, so you NEVER have to move except for that one 8 hex move (not gonna happen all the time btw). Ok, so people are going to want to move there large stacks, so they will always want to wait until the stacks are full of mp... problem is, they might not be able to log in that much. with a built in % penalty, I think mobility would be less annoying than this penalty for each individual move. Last Edited : Thursday, 14 October 2004 - 13:49 TR isn't saying penalize a units movement, just have a minmum requirement before that unit can move at all. I was responding to req's above idea. TR's I could accept and use... it doesn't seem to do much at all against movement. like I said however, none of the ideas really contribute to or help the game by making many small stacks as useful as a few large ones. Last Edited : Thursday, 14 October 2004 - 14:23 @^ector: Well nobody said the numbers were final, nor correct, they were a sugestion for the sake of the example. even if you could convince me that mobility penalties helped game play by increasing small stack strategies (which I don't agree with) you cannot deny that the use of these penalties will make basic, advanced, and expert troops even less useful when compared to master. I thought we were trying to get away from that. oh, and if this were implimented, I think people might start lining there flanks with 5 pop spears, as flank ZoC stoppers... that way, there lines couldnt be penatrated, and this "rush to the enemies castle" around the large stacks would be quickly halted. the game would still be decided on whoever had the largest stacks at the time, and manuvered them right. it would just end up taking longer to do it. | ||||||||||||||||||||||||||||||
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