Fair points, yes, we don't want to make infantry OP.
Here's T5 archers slaughtering T5 infantry.
It seems they mostly start getting hit within the 50m mark. Most of them are dead or at very low health by the time they reach melee range. So decreasing accuracy past 50m wouldn't change much.
But increasing armour protection from 4-5 hits to kill, to 7-8 hits to kill, would mean those Voulgiers reach melee range at 30-50% health instead of 0-20% health! Rather than losing 20-80, they might win or lose 50-50. Balanced.
I don't disagree with this, adding a more 'impactful' rock>paper>scissors elements for the game would be better.With this, plus fixing archer accuracy against horse archers, and cavalry accuracy in melee, and every troop type will be useful:
* Ranged Cavalry are strong against Pike Infantry and Shock Infantry (balanced by cavalry's higher cost and uncommonness).
* Pike Infantry are strong against Melee Cavalry.
* Melee Cavalry are strong against Shock Infantry and Ranged Infantry (balanced by cavalry's higher cost and uncommonness).
* Shock Infantry are strong against Shield Infantry.
* Shield Infantry are strong against Ranged Infantry.
* Ranged Infantry are strong against Ranged Cavalry due to better accuracy, range and damage shooting on foot. They are also useful in sieges, where they get much more time to shoot the enemy before they reach melee range. And in group battles where they have allies protecting them, they can constantly shoot without getting attacked in melee.
I recognize that voulgiers (and those troop types) in game are more situational than the others based on the fact they are too vulnerable to archers. And as a player, playing that type of foot infantry is no fun at all especially with the death mechanics and that you are stuck spectating rest of the battle.Well if we have historical examples of armoured men getting hit by 10 arrows and those arrows not finding gaps, then I think taking 7 hits and the 8th one "hitting the gap" is quite reasonable. I'm actually asking for less survivability than real life.
As for realistic balance factors that are missing: Yes, infantry don't get tired by heavy armour, but neither do archers get tired from drawing bows at super high speed, or (as you said) have to worry about friendly fire, or horses getting tired. The lack of stamina for all parties balances that out.
Why not though? Making armour more effective against arrows would solve the problem and be more realistic.
I'm still on the opinion of reducing archer accuracy first before increasing armor effectiveness further; besides also tweaking the AI party compositions with it.
Even so, I personally don't mind armor getting stronger as it makes the option of playing foot infantry more compelling/fun (and buying those top tier armors), but if they do go this route, they have to fix the melee range/spacing issue with it to make it worthwhile. Otherwise we're stuck with these mini tanks vibrating their way to victory as I've seen in so many cases already, especially in sieges, by the ladders, or where there's one guy left and no one can kill him 'cause everyone and their mothers are in that single staircase tower trying to hit him.




