JohnathanStrange
Recruit
Inspired by many different posts by many different members, especially Syrion's Terrain and Tactics post. We already have elements of these ideas but I'm talking about more variety.
Submitted for your approval:
Have different battle types as determined by terrain, command ability, quests and units involved.
Examples:
1) TERRAIN Have the world map affect the battlefield. If you're attacked on the plains near Kulda the battle would be fought on more level terrain with scattered low rises, waisthigh grass, groups of trees for variety. If you attack in the forests near Cugra, then a heavy forest - with clearings here and there - would reduce cavalry charges and lines of sight. Desert crossings could be on sandy terrain, here steppe ponies might be faster, heavier troop types slower.
2) UNIT TYPE Attacking a caravan could be exactly like attacking a linear column of riders, pack horses, carts. Likewise defending a caravan would start one out defending same.
3) AMBUSH If one could be ambushed on the world map, then one would be started on the battlefield with one's troops in some sort of disadvantaged formation or the ambushers with some sort of time-sensitive advantage; like 20 seconds of higher reflexes or accuracy or in cover (say high grass).
4) SINGLE COMBAT Some battles (like some quests) could be resolved by having your hero fight some local champion (and he'd better be a champion or it'd just be like a battle with one enemy)
5) PROTECTION OR ESCORT DUTIES We have caravan quests true, but generally the battle is fought far from the caravan. Some quest could require any battle to be fought with the clients on the battlefield: the princess must survive, no more than 5 settlers killed, or conversely an attacker must capture the princess or settlers.
I like a suggestion of Syrion's that involves a pre-battle advantage that a superior commander or prepared defender might get starting troops at on a hill or hidden or in formation.
Since there are so many battles and after awhile they are so similar, maybe something in this post (inspired by other forum members) might be useful. Respectfully...
Submitted for your approval:
Have different battle types as determined by terrain, command ability, quests and units involved.
Examples:
1) TERRAIN Have the world map affect the battlefield. If you're attacked on the plains near Kulda the battle would be fought on more level terrain with scattered low rises, waisthigh grass, groups of trees for variety. If you attack in the forests near Cugra, then a heavy forest - with clearings here and there - would reduce cavalry charges and lines of sight. Desert crossings could be on sandy terrain, here steppe ponies might be faster, heavier troop types slower.
2) UNIT TYPE Attacking a caravan could be exactly like attacking a linear column of riders, pack horses, carts. Likewise defending a caravan would start one out defending same.
3) AMBUSH If one could be ambushed on the world map, then one would be started on the battlefield with one's troops in some sort of disadvantaged formation or the ambushers with some sort of time-sensitive advantage; like 20 seconds of higher reflexes or accuracy or in cover (say high grass).
4) SINGLE COMBAT Some battles (like some quests) could be resolved by having your hero fight some local champion (and he'd better be a champion or it'd just be like a battle with one enemy)
5) PROTECTION OR ESCORT DUTIES We have caravan quests true, but generally the battle is fought far from the caravan. Some quest could require any battle to be fought with the clients on the battlefield: the princess must survive, no more than 5 settlers killed, or conversely an attacker must capture the princess or settlers.
I like a suggestion of Syrion's that involves a pre-battle advantage that a superior commander or prepared defender might get starting troops at on a hill or hidden or in formation.
Since there are so many battles and after awhile they are so similar, maybe something in this post (inspired by other forum members) might be useful. Respectfully...