TrierarchGorky
Recruit
So now a freshly started character out of blue knows every unit formation and how to employ them in battle and is able to make even untrained troops like recruits follow formation orders and orders in general perfectly. This kind of contradicts how other skills you need to level at some degree to become good at. E.g. any unit with 100 more one handed skill outmatches your attack speed so much that you're unable to place a counterattack in-between blocks.
My proposal is:
Alternative way this might be addressed, or even made on top of first proposal, but might require big changes in AI:
My idea is not to ruin brute-force-warriors characters, they can still use their main tactic of outnumbering their enemy with meat or just have better troops in general, but instead to make more sense both in roleplay and skilling\levelling\progression parts of the game. Yes it is gonna be harder to play this way but you need to make some sacrifice if you choose no intelligence but good warrior type that can melee 40 opponents solo (which is a lot compared to regular soldiers).
Let's not discuss while levelling up skills is too slow or grindy at current state of the game, this is a topic for another subject.
UPD: Added a suggestion for even more complex orders being implemented and unlockable.
My proposal is:
- Some basic orders (retreat, charge, stop) and basic formations (scatter, line, shield of walls) are available RIGHT from the start, this is enough to deal with pretty much everything in early game.
- Other pretty basic but still not too sophisticated like advance and shield wall are unlocked pretty early, maybe even from the start if you have 2-3 points in tactics.
- Complex formations like square, circle, wedge, which require good coordination between soldiers themselves should be unlocked at least with intermediate tactics knowledge
- New orders might be implemented, like protect certain group of units, or attack some group of units. Also marksmen changing their lines after shot to reload and give space for fire-ready marksmen. This will only make progression even smoother, as unlockable skills would be more evenly distributed and basic stuff can become more easily availible at lower levels.
Alternative way this might be addressed, or even made on top of first proposal, but might require big changes in AI:
- Early level untrained troops and bandits ignore formations, have lower morale and don't know how to execute sophisticated orders. This might also help fighting enemy kings having full army of recruits. The reasoning here might go two ways - your character is bad at tactics so he doesn't know how or doesn't bother teaching them and if basic-recruits-peasants-yesterday are already skilled enough in battle to cooperate with co-fighters, maybe they aren't basic-recruit-rookie-troops anymore and deserve a promotion.
- Trained soldiers are better disciplined and know how to cooperate, therefore know how to form and hold squares or circles
- Expert soldiers and mercenaries are able to employ the most complex orders.
My idea is not to ruin brute-force-warriors characters, they can still use their main tactic of outnumbering their enemy with meat or just have better troops in general, but instead to make more sense both in roleplay and skilling\levelling\progression parts of the game. Yes it is gonna be harder to play this way but you need to make some sacrifice if you choose no intelligence but good warrior type that can melee 40 opponents solo (which is a lot compared to regular soldiers).
Let's not discuss while levelling up skills is too slow or grindy at current state of the game, this is a topic for another subject.
UPD: Added a suggestion for even more complex orders being implemented and unlockable.
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