Author Topic: Making a new complete troop tree set  (Read 4479 times)

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Hanakoganei

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Re: Making a new complete troop tree set
« Reply #30 on: August 01, 2012, 01:59:23 PM »
I like the Knight ideas so far. Mounted archer knight is cool too. He could've been a former Ranger that got granted Knighthood by the king or something, for his services.

Skirmish Ranger is a bit contradictory to me. The whole concept of a Ranger is to make sure he's good at melee combat (probably moreso than his archery), so skirmish tactics go against it. Besides, he'd just be a clone of the Longbowman, but worse at archery and slower because of heavier equipment. I'll pass on this one. Maybe if we rename it to "Huntsman" instead, since bows + spears are true hunting weapons.

Swordsmen are okay but I didn't imagine the Swadians to be interested in shield formations, so I'll have to pass on the Shiltron swordsman. A shielded swordsman is okay, but naming it Shiltron implies that we want them to be in a Shiltron formation, which kinda goes against the Swadian doctrine of fast offensive shock tactics and ranged superiority.

Anyway I like the ideas so far. Keep 'em coming. :) I'm making placeholder troops already for all the troops I have so far so that we can just edit them when we finalize all the troop ideas.
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spexau

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Re: Making a new complete troop tree set
« Reply #31 on: August 01, 2012, 02:27:26 PM »
Glad you like the Knights.

Understandable about the Shiltron Swordsman. It would unbalance Swadian's now I think of it because they aren't known for much defense. I suppose you could have two types of swordsmen. 2hand and 1hand. The 1hand being the more defensive of the two using a light Kite Shield. They wouldn't be nearly as effective as Rhodock or Nord shielded footmen but good enough to provide cover for the 2handed swordsmen in the formation and then still be able to pack a punch offensively.

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Hanakoganei

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Re: Making a new complete troop tree set
« Reply #32 on: August 01, 2012, 04:42:50 PM »
Yeah I'm cool with that. Though I think we don't need to clutter the Longsword guy with a mace and round shield. It would slow his movements down. In real life, a regular soldier would typically have only been issued one weapon for his class, and he was at liberty to bring other weapons like a knife as a personal weapon (kinda like today, where soldiers IRL actually only usually bring one gun, unlike in most video games where you can typically always carry at least two guns + one or two pistols + 3 frag grenades + 1 smoke grenade + 1 stun grenade + 8x30 rounds of ammo for each gun + a rocket launcher for tanks).

Instead, let's further specialize the two-handed swordsman guy to be really good at two-handed swords, so we don't need to train him in anything else.

Shortsword guy should probably not use spears. Although spear and pikemen were existent in Western Europe at the time, I think I would like to leave it to their specialized troop, the Billman, who would definitely do a better job at being a polearm guy.

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Let's keep the troops specialized, so that the generic troops aren't "survive in every situation" troops, except if that's really who they are (the Rangers might be like that, and a lot of the Elite troops could qualify for that as well). I want to emphasize the tactical aspect of building your army and hiring/mobilizing the proper troops for your style vs. whoever you're about to fight, rather than just get 100 of troop A and 80 of troop B and 20 elites then roll into enemy territory and be ready for anything (Native style).

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ruralvirginian

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Re: Making a new complete troop tree set
« Reply #33 on: August 01, 2012, 09:13:58 PM »
I agree with Hanakoganei on keeping the troop tree simple.   A commander is going to be focused on turning a rabble into an army and this can only be accomplished by training his soldiers in the use of their weapons.  For the training to be effective the troops all need to be armed the same.  The skill to use a bill is going to be different from using a scythe.  Likewise, basic economics stress that ordering 50 bills from your local blacksmiths will provide uniformity of construction, better quality control and cheaper prices than gathering odds and ends from the countryside.   

The offside of this is that the Lords of the land would have outfitted themselves and their retinues at their own expense (a practice of gentlemen providing their own equipage that continues on to this day with the various military officer corps in the U.S.) and hence would not follow the ‘national’ arms programs established by the King’s quartermasters.

So – following a line that has been developing within this thread the basic troop trees would be for the King’s (hence national forces) and you could have your specialized, unique tree for a Knight and his retinue.  After all, you may have a force that is balanced heavy on crossbowmen and heavy infantry.   To balance it out you may have recruited 3-4 knights  who are heavy horse with supporting light cavalry (squires) and an archery ranged component to ‘soften the peasants’ before the knight’s glorious charge.
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Hanakoganei

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Re: Making a new complete troop tree set
« Reply #34 on: August 01, 2012, 09:34:14 PM »
:D Yes it's good that somebody sees the idea very clearly.

There are some elite units in history that brought personal equipment that they proved to be very good with. The Druzhina of Kievan Rus antiquity were very varied and versatile, ranging from mounted heavy cavalry to fast infantry shock troops. They would train in any number of weapons of their choosing. They weren't technically a class, but rather a social standing. I'd say they compare quite similarly to the Samurai, except that members of the Druzhina didn't need to be nobility. But the Druzhina were rewarded greatly for their service, as they did other things other than guard their lord, such as administrative duties. As a result, the Druzhina could afford to buy personalized and expensive weapons and armor, and could spend a lot of time training with their chosen weapon(s).

This is a problem though. While I like the idea of specialized weapon training and I'm definitely sticking with it, the only practical way to allow Druzhina and other similar units to equip whatever weapons and armor they want without over-complicating the troop trees is to give them a wide variety of weapons and armor in their inventory, and let them choose whatever they want when combat begins. This will mean that whenever combat begins, they'll be using something different, but it's better than specifying that a Druzhina is a swordsman or a Knight is a charger. I'd really rather not make 10 different versions of Druzhina just to say that they were diverse.

I'm willing to compromise on such things when there's no practical way to achieve what I want.
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Windyplains

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Re: Making a new complete troop tree set
« Reply #35 on: August 01, 2012, 10:26:45 PM »
Two things to add to why this sort of system might work well.

Keeping the classes specialized in equipment, as stated, would also have the benefit of improving the effectiveness of volley firing.  Consider that instead of having tiers 2-5 worth of archers using varying types of bows, you would now have a single longbow archer (or whatever) troop type using the same kind of bow.  At the same proficiency, with the same weapon, these units should be able to more accurately sync their weapons.

Second point is that you could include specialized, non-combat units that are intended to support your combat ones.  Consider a troop type like "Arrow Runner" that is a simple peasant with very poor armor and armament used to resupply your archers on the field of battle.  You could easily script a benefit in for a "common class" like that such that for every runner alive in an army 5 archers could have their arrows restocked per minute.  This is the kind of direction I had in mind as well, but I would also tie in the requirement of having ammunition in your inventory available for them to draw from or in the inventory of a "Captain" companion role who might also influence training of units.  Does this reduce your overall effective fighting force?  Yep, but it also improves what you have to work with in a way that is realistic.  Just make sure those runners share the same unit type as the archers so they don't charge off with the infantry and get killed.

Hanakoganei

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Re: Making a new complete troop tree set
« Reply #36 on: August 01, 2012, 11:15:33 PM »
I love you. :D

Yes those are brilliant ideas for sure. And personally I don't think it reduces your effective force, if it means your longbowmen can keep firing continuously. Placing 5-10 arrow runners in an army of 200 is better than having all 40 of your longbowmen stop firing and essentially become useless, since by this current system, the longbowmen can no longer be relied upon to be of any use in hand-to-hand combat.

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Another possibility I've been toying with is so that some factions can have shieldbearer or engineer troops. They are peasants or even regular infantry whose job is to plant pavises around the battlefield as you direct them to. They can carry more than 1 pavise maybe. You can order them to form a line or ranks formation in the middle of the battlefield, plant, then retreat as your infantry or even archers form up at the new pavise wall.

I would also love it if morale were more dynamic in battle. I mean it seems to be pretty dynamic, but the player has a large advantage when it comes to morale, because the player tends to use better tactics than the AI. Better tactics = less deaths = better morale. That and the starting morale is pretty high already, whereas I think AI morale may be starting at an average level (?). I mean, their line breaks after a single cavalry charge and many of their troops start retreating, even if my charge actually only killed 4 or 5 of their troops. My troops just stay put even after a heavy cavalry charge and a handful of my men actually die.

I think this would be a great way to introduce the old standard-bearer troop suggested in another thread not long ago. Officer troops could also play a role here. Something I've always wanted lol. Elite troops and companions are automatically officers, while there could also be separate officer troops like Lieutenants and Sergeants, whose job it is to help keep the men in their formation at a high morale. When the officer troop dies or gets knocked out, your troops in the same group take a huge morale hit. Groups that start combat with no officer have average morale unless you're nearby. So if your infantry advances without you or an officer with them, their morale gets lower and lower as they get closer to the enemy front line.
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spexau

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Re: Making a new complete troop tree set
« Reply #37 on: August 02, 2012, 12:21:08 AM »
I'm starting to see a clearer picture of where you want to go with this now so that starts to make it easier.

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So I think my idea with the Swadian Defensive Swordsman and Offensive Swordsman is that you would want to find a nice balance in your army. With a nice athletics boost on the Offensive Swordsman you can use them as shock troops to flank Shield Walls or other Infantry. Or use the Defensive Swordsman to create your own "Shield Wall" for the faster troops and charge through at the last second. This way they are more specialised and susceptible to archers and cavalry charges but still have their own uses.

Loving the arrow runner idea and certainly having only 1 or 2 types of Archers would help with volley firing immensely and make it a much more viable tactic.

Hanakoganei

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Re: Making a new complete troop tree set
« Reply #38 on: August 02, 2012, 06:53:05 AM »
That's better. This way, a commander can even use the defensive swordsmen to protect the longbowmen exclusively, which is what I would do, while the offensive guys charge with the other strong infantry and cavalry units.

I'm still not sold on a Swadian shield wall, but I'll still put the defensive swordsman in the game, especially if you feel like you're getting flanked a lot, might be a good idea to have some protection for your archers.

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eastpaw

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Re: Making a new complete troop tree set
« Reply #39 on: August 02, 2012, 01:08:47 PM »
And the bundled troops is such a good idea because it will kinda force the player to have the lower tier troops too, like you said. It's definitely unrealistic for the player to run with 200 Knights and no other units.

I really like this. Question: What happens if a knight's squire or servant gets killed in battle?

Second point is that you could include specialized, non-combat units that are intended to support your combat ones.  Consider a troop type like "Arrow Runner" that is a simple peasant with very poor armor and armament used to resupply your archers on the field of battle.  You could easily script a benefit in for a "common class" like that such that for every runner alive in an army 5 archers could have their arrows restocked per minute.
I think instead of having the arrows in your inventory, there could be a new "Ammo Cart" item that you place in your inventory, or even just floating around and accessed via game menu or something.

That's awesome.

Would it be possible to have archers replenish their arrows only (a) when they touch or are near the arrow cart or (b) when arrow runners that have just touched/been near an arrow cart touch/come near them? This would add a supply line mechanic to the game and affect the tactical deployment of ranged soldiers.

Also, how about spare horses and shields for the melee troops? Your shield runners could serve a second purpose. There could also be grooms who speed up the recovery of injured horses and deliver mounts to unhorsed knights.

Hanakoganei

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Re: Making a new complete troop tree set
« Reply #40 on: August 02, 2012, 02:14:25 PM »
Well I wasn't planning anything special if the knight's squires or servants or other lower tier troops die. Basically you just lose some troops. But since the elite troops will be hard to get, I hope it will still prevent the player from running around with 200 Knights. The lower tier troops are significantly easier, especially the militia, who you can actually get from any village.

About the other things, honestly I have no idea how to script that stuff, but I would like to see something like that implemented lol. :D Would be particularly awesome if it also worked for the NPC armies.
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Windyplains

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Re: Making a new complete troop tree set
« Reply #41 on: August 02, 2012, 02:46:29 PM »
If a bundled troop dies I wouldn't have anything extra happen as this would require extensive work in making individualized effects for troops and tracking who came with who (which can't be done in a stack).

alvin m. j.

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Re: Making a new complete troop tree set
« Reply #42 on: August 02, 2012, 03:45:18 PM »
A knight requires probably a fair service from helpers in the form of other units
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Ephafn

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Re: Making a new complete troop tree set
« Reply #43 on: August 03, 2012, 01:06:23 AM »
Your project seems like its coming along well, I'm eager to see the finished product.

But if I had to comment on what is currently shown in this thread, I would have three main comments:
1- I still believe that having troops have some limited leveling up would make the result funnier, as then losing troops won't simply a monetary matter. A simple recruit -> regular -> veteran is my preference, and if you object having troops get better equipment on the field, all three could have the exact same equipment, only differing in skills and stats.

2- Your suggested troop levels seem pretty high. While it may be balanced around, I would be wary of it for a few reasons. One, damage scaling is faster than health scaling, so you should be careful of not getting too many one-hit kills. Two, huge armor values are not the solution to the first problem, due to >100 armor = more or less invincible to any amount of cut damage. Three, it would take ages for the player and its companions to reach similar levels, as the exp required after level 30 is pretty large. Four, higher level enemies = more exp for the player, which allows it to reach mid levels earlier, which may be make it too powerful too early (non-combat skills: leadership, trade, tactic, pathfinding, etc.).

3- Both trees you've posted have troops that can more or less be split into weak/average/strong troops (although for Kergit the average/strong delimitation is quite fuzzy). Since your system won't require a full tree going from tier 1 to tier 7, do you have any plan to have faction vary a lot in that regard? I am thinking that it would be interesting if factions with different ruling systems would get different troop spread. For example Swadia, as in your tree, is feudal, so it would get a few very strong elite troops, a bunch of barely trained militia, and some specialized mid-level troops to fill the gap. But the Rhodoks, being a merchant-run republic, could lack any sort of elite troops, instead relying on a better equipped than normal troops that would be spread from low to mid level. Nords, where every free man is a warrior, could be the opposite, fully lacking in the weak-and-untrained department, thus only fielding small-but-strong stacks.

This brings me to what I envisioned the Khergits to be in your system, instead of having different tribes fill the roles of average to strong, and foreign troops filling the weak role:
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I was thinking of the Khergits as being a nation of warriors (like Nords), where each tribesman bring his own weapons and horse to the party, with the only well-organized troops being the elite noble retinues (which would still not be as strong as Swadian elite). Foreign levies would not be formally in the tree, although Khergits lords could be more likely to recruit weak foreigners. So here would be a rough idea of what I'm thinking of:
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Hanakoganei

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Re: Making a new complete troop tree set
« Reply #44 on: August 03, 2012, 08:31:34 AM »
1- I still believe that having troops have some limited leveling up would make the result funnier, as then losing troops won't simply a monetary matter. A simple recruit -> regular -> veteran is my preference, and if you object having troops get better equipment on the field, all three could have the exact same equipment, only differing in skills and stats.
Rejected. Sorry. I don't believe in splitting the soldiers up and adding filler troops. I've made this clear. You're going to put all those same soldiers in the same bunch and you'll average out somewhere between regular and veteran anyway. Why not just make a single soldier that's about the same level as what's between regular and veteran so that we can focus on the other aspects of the game instead of leveling your troops?

Nobody can convince me to change my mind on this, because if I change this, it will look too much like what the regular Floris game looks like already, except Floris uses cultural names instead of English. A Rhodok Balestriere Veterano is a veteran Rhodok Balestriere, and a Vaegir Mladshiy Druzhinnik is pretty much just a rookie Druzhinnik (Elitniy is their "veteran"). No reason to redo that already established and successful system to me.

You guys keep suggesting the filler troops in my troop tree, but it seems you just actually want the other features, like that cool new recruitment screen that monnikje showed us, or the other suggestions from other people, but don't like the main concept which is the simplified troop tree. Main concept = simplified troop tree. This is the main concept and the only reason I'm doing this. If I give up the simplified troop tree, everything falls apart and we just have some cool new features that you can just play in the Workshop or the future 2.6 if it ever comes out, if they decide to put them in.

I'm not mad, but I wanted to emphasize it because many people obviously don't get my train of thought. I always type properly, which may come off as being cross or hostile or something, but that's not necessarily the case, and certainly not here. I'll toss in some smileys just to show my goodwill. :D :D :D

For the other features, anybody is welcome to those ideas to use them for yourself. They were only suggested here because this simplified troop tree idea brought it up.

2- Your suggested troop levels seem pretty high.
The only high level troops are the elites. Everybody else averages at about the tier 4-5 range that we currently have. It sounds high but only because we've gotten so used to fighting tier 1-4 troops that most AI lords use in the current game. This is one of the intentions of doing this troop tree, though: to reduce the useless and filler troops and subject the player to more powerful troops.

Two, huge armor values are not the solution to the first problem
No idea why you brought this up. I didn't edit any armors, and the elites, who will be the only ones wearing tier 6 and 7 equipment, are essentially tier 7 troops + 5 or 10 levels. And trust me, I'm doing everything in my power to prevent the player from getting 200 elites and 0 othertrooptypes.
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Three, it would take ages for the player and its companions to reach similar levels, as the exp required after level 30 is pretty large.
This is a fair point. Perhaps I could allow the supposed veteran soldier companions to start at a higher level, like Lezalit and Bunduk, and Sajjad who is also a veteran.

As for the player, I've actually been playing with some personal modifications (which brought me to the idea of building my own troop tree), and I've noticed that leveling up gets faster past level 30 if you're fighting higher level troops. It actually makes sense. The problem is that aside from the steep curve in how much the to-next-level required exp increases per level at that point, we're stuck fighting tier 1-4 soldiers. And by the time you reach level 30, let's face it, your troops will be mostly tier 5-7 and of a significant size already. They'll be doing most of the killing for you. The only exp you're typically getting is after the battle, and it's very low because of the low levels of troops you just slaughtered.

But! If you're fighting a significant force of higher level troops, your personal kills will give you more experience, and after combat you'll also get more experience.

In the end, while I may consider some rebalancing among the troops, I'm sticking with the high average levels.

Four, higher level enemies = more exp for the player, which allows it to reach mid levels earlier, which may be make it too powerful too early (non-combat skills: leadership, trade, tactic, pathfinding, etc.).
Heh so you noticed it too apparently... Yes this is intentional. I'm not interested in the early game. In real life, if you prove yourself as a commander in 1 or 2 battles, people already start to respect you. Your enemies become wary of you. The next battles you command, they might stop thinking of you as small fry and throw everything they have at you. No "experience" or "levels". I in fact plan to include an optional module that allows the player to recruit large numbers of militia troops right at the early game, in order to begin waging war immediately, if the player chooses.

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3- Both trees you've posted have troops that can more or less be split into weak/average/strong troops (although for Kergit the average/strong delimitation is quite fuzzy). Since your system won't require a full tree going from tier 1 to tier 7, do you have any plan to have faction vary a lot in that regard?
...
I am thinking that it would be interesting if factions with different ruling systems would get different troop spread.
Yes, and thank you for your suggestions. There's a lot of similarities between what you thought of and what I had planned.

In reality, the planned troop trees are very varied, and don't necessarily have "weak/average/strong troops". It only seems that way because half of what you saw was the Swadian tree, which is supposed to be the bread-and-butter good-for-beginner-tacticians army. You already made a correct observation with the "fuzzy" lines with the Khergits. I'll go into detail below:

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As you can see, there's actually a lot of thought that goes into the building of the armies. Don't worry--I'm a certified history and military geek, and I'm very much interested in keeping the game as close to accuracy as we can compromise, while still keeping it fun for tacticians, historians, and gamers (hopefully, though gamers are low on my to-please list). I wouldn't say that the balance is perfect and set in stone already, and the projected levels from the two trees are simply the suggested levels, and are subject to changes as I see them necessary. It was primarily also so that spexau, who volunteered to help with coming up with and naming variant troops, would have an idea of the strengths (so he knows that I plan to make the Billmen essentially better trained than the Swordsmen, for example).

Just remember that, while it's cool and all that you guys will get to play this eventually, I am my own primary audience, and I while I welcome and actually read every suggestion and comment, and will listen to and weigh each suggestion that comes my way, but ultimately I will only pick the ones that are beneficial to the way I want to play the game. Everything else will never see the light of day. NEVER! D:

Oh and I've been quite busy with real life work in the last few days, so I haven't really fired Notepad++ up much. Maybe when I get back to work on this mod in a few days, we'll have some cool new ideas and hopefully the balance of troops would have been ironed out properly already. I'm reluctant to release a public test version until we figure out whether the variant troops and whatnot will be implemented, because these changes are not save compatible.
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