A little tactical insperation!

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thorins

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Hi all

Ive noticed a good bit of discution has been about content and skills and abillatys and...a fair amount about the posabilaty of controling your troops. it has always been my view to offer a solution with my complaint or disagreement. :smile:

First off let me say I feel this is an awsome addition to the gaming world, hands down one of the best fighting layouts ive seen, imo. now on to the suggestion.

there has been some concern about how to place and order your troops into combat positions. I feel that with a simple hard code for the spesifict troop i could grow into a customizable comand. I have played the vegris for most of the game sofar so please forgive the one sided remarks. :twisted:

1. all pesants, farmers, refugees and any first lvl troops these are your basic cannon fodder. these are already coded :smile:

2. your footmen here we start our military career these men/women should be coded to march after the fodder hits the fan :wink: adendum here ive looked at the skill points and atrabute points and i feel there should be a more logical progression.

3. here is the first major choice of progression. veteran or skirmisher.
with the veteran you have a need for more weapon skills and more focus on str agi then some int. there is no real need for any leadership or prisioner handeling. with the skirmisher there is only a real focus on archery skills and its supporting skills . the veterans are you med and heavy footmen (closer to your main ground forces) then should be sent in directly after the footmen. now your skirmishers (here is where it gets fun) should always be paced at 75% of max range placed on high ground or if on flat fields placed in groups of 3 evenly spaced for continual fire.

the coding for all this will make for some frustration im sure but if the troops are hard coded with (usable) skills and orders then the only imediate need for you the player is which branch you need for ;your army.

Yes i know ive stoped the progression list but this is just an example and im not trying to insulte anyones int. :wink: but from a hard code there can be a simple interface added much like the retreate screen to point your troops into a focused fighting "team".

I hope this is usefull. I spent many years in the USMC as a tactition and infantry leader. if i can help ....please put my skills to use. thanks again for the game! Tim

P.S. i already know some of you are just dying to hack this up. :twisted: so go for it :twisted:
 
Great suggestion. It would also be good i think that if your litte skill of tactics played a more important part than just being a number. For example with a hight tactics skill you should be able to give more direct orders or your troops actually fight smarter.
 
DeathMouse said:
Great suggestion. It would also be good i think that if your litte skill of tactics played a more important part than just being a number. For example with a hight tactics skill you should be able to give more direct orders or your troops actually fight smarter.
Since you understand his suggestion, could you re-phrase it so as to make it clear? His intent is not at all clear & this may be why no one else had responded to his post. The clearer the suggestion the better we can respond.
 
Yes, I get the feeling that the suggestion was that your men should be scripted to charge in waves, the weakest first. Which I don't really like the sound of.

Though, after looking more closely it seems to suggest a set of tactical options added to the in-battle Retreat menu, which I do like the sound of.
 
im sorry if my suggestion was unclear that was not my intent.

my view was not only to encourage a simple base to set up a way for (you) the hero/leader to have good troop control but also for a touch of realizem.

my first point is there is a way to control your troops by how they are trained. this is by your choice when you upgrade your troops. the second point for control of your troops is by the way they are programed to act and react in combat.

I do understand the hesitation of sending your weakest troops first. I really do. the point is that you want to halt the advance of the enemy enough to allow your archers of crossbowmen to have a good field of targets to choose from. with th fodder or pesants/farmers moving in first this allows your more advance troops a chance to exicute other options in combat. these being sniping for your archers and javalin/jarid holders. and flanking/frontal assault for your footman. then when the battle is ingauged thats when you want your horsemen/knights to split and dual flank the enemy basicly squeezing the opponent and destroying any retreat.

i do understand that this is advanced tactics for a game like this but, if we have a simple set of codes inplace based on the profesion of the troop we can lead into a more advance form of combat.....with you in full control.

i hope this helps clear up any cofusion. if not well ill just keep explaining till im clear. :grin:
 
hello again,

as ive looked at the numbers in my stats and my heros stats ive noticed that some numbers just dont seem to add up. this is not a problem in the programing i feel its a problem in interpritation of the stats.

there are personal, party and leader skills right? ive noticed the party skills are cumulative for all my heros. if all my heros and i have ...lets say surgery skill ive notice my army size dose not shrink as fast. but all the leadership skills are only taken from my chracter. if im missing something then im sorry ...but it would seem that if i have sub leaders then they should contribute to the comand and control of the troops. this might be in the works now but if not then to be tacticaly capable then my heros should be factored in to the number of troop you may have, the skill at witch you can comand the troops and how high your troups can train!!! :smile:
 
But party skills are not cumulative. I don't know where you got the idea that they were. If one person has surgery of 5, and the other has surgery of 3, the party has surgery of 5.

Oh, and i don't know why soldiers actually have skills such as tracking, trainer, inventory management, and leadership, because none of them are actually used by the player.
 
In response to Ingolifs last post, yes your party skills are only listed by the highest one, although i think that a partial skill modifier should be added that adds half of remaining cumulative scores so as not to greatly unbalance the power, and all your hard earned skill points aren't wasted because you get someone with a single better skill than you.

As it is the only skills my party uses from me is tactics and firstaid, Borcha has, pathfinding, tracking, wound treatment, spotting, and Marnid only has trade. As you can see there are a lot of wasted skill points.

On to thorins posts, what he is trying to say is that in real battle situations all of your troops don't think everyman for himself attack closest enemy! Your troops are unbalanced in their skills also, in the wasted useless party skills should be removed from foot soldiers. Don't know if anyone else noticed but skirmishers have 18(!) STR :shock: and the rest of your foot soldiers and knights even only have about 14?
 
hi ingolifs

well.......since the stats are not cumulative that makes me think i need to scrap my curent game and start over. :???: i was going off the premise that they were. oh well lol :razz: since the game has wonderful replay abilaty its not to big a loss......even though i do have a full set of reinforced black armor and 63 fully trained knights lol.

then let me make the suggestion that at some point in the evolution of the game that you sub heros/leders should add too the stats of the game. and i do like the posting of being able to pick your heros from you general populus of troops. it might be nice to be able to promote your pesant clear up to hero status! :grin:
 
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