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Forum : Suggestion Box
AuthorTopic : Forced March option
StCrispin Gold Member
Joined 26/06/2004
Posts : 203

Posted : Wednesday, 24 November 2004 - 04:37

As mentioned in the "preven often onliner" thread....

An option to allow troops to "force march" would be nice. Give ALL MP (not BP) at the turn beginning thus you only het to MOVE once a turn.

Problem: What if you are rushing the enemy, he has a defensive line with ranged troops behind it... you have 10 moves and it costs 11 to get to where you can attack...

Solution: FORCE MARCH.

after turn's MP have been exhausted you can choose to force march (maybe a tab or something on the view troop window) and any furthur movement (sub 0 MP, [-]MP, negative MP, etc... ) costs a loss of 2 or 3 MP from the next turn's total... IE: let the troop go into [-]MP but each usage (terrain based) is doubled. also BP loss for moving is doubled.

when the subtraction exceeds the amount that would be gained on the next trun (IE: MP10 troops such as militia, MP13 Scouts, MP8 balista) then soldiers will "desert" (SP?) or basically "die" or go away or whatever you want to call it... POP decreases due to exhauston and fatigue (permanent)... perhaps at a loss of 5% or 10% or so per excessive move.

example: Joe Blough wants to flank Some Guy's army and is willing to accept the disadvantages of doing so so he can hit archers in the rear instead of getting smoked by them...

he moves 13MP but isnt there yet... so he force marches He can go [-]13MP (or 6 forced MPs) so he can use this but he gets there and has run out of BP! "dang" he says and decides to flee/rout and uses 8 more MP to go 4 spaces away hoping to get out of range. having gone 8MP in moves he accepts 8x5% in losses (40% losses) and his 100 falchioners become 60... he could keep going and keep dying or stop (and get shot im sure)

as can be seen, this is good to get that 1 extra space but not a wise thing to use in excess... and the loss of moves from the NEXT turn might leave you in a bad spot, or force you to operate with exhausted troops.

COMMENTS?

Braquemart
Joined 9/09/2002
Posts : 376

Posted : Wednesday, 24 November 2004 - 05:29

Sounds interesting and reasonable.

Elader Gold Member
Joined 2/08/2004
Posts : 236

Posted : Wednesday, 24 November 2004 - 09:40

It sounds like a fairly good suggestion, but as you move you loose BP and if you were forcing marches you would most likely not have the BPs to attack the archers in the rear.

Sage
Joined 8/11/2002
Posts : 1871

Posted : Wednesday, 24 November 2004 - 17:15

The problem? Your enemy can have a stack of heavy calvary 24 spaces away (quite a distance) and then 30 seconds later, they can be right at your doorstep, killing stuff. How? Move the HC 12 spaces right before the turn change, then 12 more right after.

Disturbedyang
Joined 27/01/2003
Posts : 241

Posted : Wednesday, 24 November 2004 - 18:54

then we`ll go *SHE GOOO...SHA LA LALA LA....*

StCrispin Gold Member
Joined 26/06/2004
Posts : 203

Posted : Friday, 26 November 2004 - 06:53

Sage, point taken, and I see that as a trobling situation.

From what ive read though it is looking like Req is leaning towards getting rid of the tic based MP/BP anyway so Im just hoping to drum up support for an alternate option to both tic or non tic methods.

I suppose the answer to your post would be to regord the time of the last log on and base MP off the time since last move... IE: 12 our turns not letting you move till 12 hours after your last move... But im sure this would make people unhappy too as it would cause a disadvantage to someone somewhere.

I like the forced march option even if we Stay with tic based MP... it would make it interesting

StCrispin Gold Member
Joined 26/06/2004
Posts : 203

Posted : Sunday, 28 November 2004 - 06:24

no more discussion on this? Or do only a few of use look at the forums?

dby Gold Member
Joined 30/03/2002
Posts : 1441

Posted : Sunday, 28 November 2004 - 09:04

Sounds like a decent idea. The Forced March option could be useful and interesting. Especially if Req goes with one move per turn.

Last Edited : Sunday, 28 November 2004 - 10:08

docent
Joined 4/11/2004
Posts : 94

Posted : Sunday, 5 December 2004 - 21:03


Last Edited : Sunday, 5 December 2004 - 21:14

StCrispin Gold Member
Joined 26/06/2004
Posts : 203

Posted : Sunday, 19 December 2004 - 20:06

I wonder if Req has read this thread or has any more thoughts on the direction he was going with the prevention of often onliners? I myself tend to be an often onliner when I have time but usually I only have time to log on 1 time a day.

Requiem [R]Gold Member
Joined 3/02/2000
Posts : 3851

Posted : Wednesday, 29 December 2004 - 22:03

There are a few ideas in mind...

First, movement will become like BP%, in that you need a MIN of 40% to do anything.

If you have less than 40% Movement, you cannot move.
If you have less than 40% BP, you cannot attack.


Secondly, an idea about movement modes...
Perhaps when switching to movment mode (extra movement), your ATT;DEF is set to 0. And it counts how long you were in this mode. So when you switch back to normal mode, it takes that long to return your ATT;DEF to normal.

So if you had 20:20, and switched to MovementMode, your ATT;DEF would start to drop each tick... 19:19, 18:18, etc.. Until it reached 0:0.
Then when you change back to NormalMode, it would slowly raise back up each tick... 1:1, 2:2, etc.. until it reached the normal 20:20.

This way, the longer you are in MovementMode the greater the penalty.

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