ThunderWhacker
Recruit
Nothing in life is certain.
Nor should army numbers in the field be certain.
Perhaps the lower the number within a group the easier it should be to determine how many are in a group.
For example a group of 1 would easily be 1, however a group of 200 could be anywhere between 150 and 250. The larger the number, the greater the variable.
This could also flow into types, the greater the number, the less specific the numbers on type, or number at all. There would be so many, specialist troops would be harder to count amongst the plebians.
I also imagine this would converge nicely with a scouting specialist. You've got that scouting stat high? Great, your variability reduces, but is not removed.
Now if your troops are in a castle and less so a town, it becomes even harder to determine type and number. Maybe that difficulty shifts based on faction or the leveling of the settlement.
Now, this is where it gets important.
This variability would influence how the ai decides whether to attack or flee.
I would hope that there could be more sieges because the ai couldn't see just how many battanian fians you had behind the walls.
I would love to see some bluff happening but I think that would be hoping for too much.
And perhaps it should be easier to flee because of the uncertainty, but not without some relatavistic cost.
There's so much this idea could achieve through scaling and at the base level its quite easy to achieve but it would change... everything.
Nor should army numbers in the field be certain.
Perhaps the lower the number within a group the easier it should be to determine how many are in a group.
For example a group of 1 would easily be 1, however a group of 200 could be anywhere between 150 and 250. The larger the number, the greater the variable.
This could also flow into types, the greater the number, the less specific the numbers on type, or number at all. There would be so many, specialist troops would be harder to count amongst the plebians.
I also imagine this would converge nicely with a scouting specialist. You've got that scouting stat high? Great, your variability reduces, but is not removed.
Now if your troops are in a castle and less so a town, it becomes even harder to determine type and number. Maybe that difficulty shifts based on faction or the leveling of the settlement.
Now, this is where it gets important.
This variability would influence how the ai decides whether to attack or flee.
I would hope that there could be more sieges because the ai couldn't see just how many battanian fians you had behind the walls.
I would love to see some bluff happening but I think that would be hoping for too much.
And perhaps it should be easier to flee because of the uncertainty, but not without some relatavistic cost.
There's so much this idea could achieve through scaling and at the base level its quite easy to achieve but it would change... everything.