Straightforward.
1) Not only will these formations provide a tactical use, using them appropriately, or with a faction type buff will allow COMBAT to be BETTER BALANCED. by certain buffs & debuffs (can of course be multiple, and be smart). Adds tactical depth, planning in battle and thinking ahead, rather than reacting. will make errors count more.
Empire = testudo (better shield coverage buff, movement speed debuff etc) = tactical, units more tightly packed + arrow defense
Khuzait = cantabrian etc
Sturgia = guerilla / loose space & surround (increased melee damage, less morale?), = tactical, units more dispersed be picked off but can surround and attack from sides to break a formation.
2) changing a formation type, should have buff temporarily not enabled, and even a debuff while troops get into order (like, decreased morale if charged or etc). -> serves multipple purposes, obviously exploit protection, but also tactical consideration, if you change formation while engaged, your fkn formation is gonna blow and make you vulnerable.
3) formations that are complicated should take more time to implement
4) units that are less trained have less effective formations, and cannot execute some (testudo can be for **** troops, and square, circle etc either).
5) higher tier troops get into formations faster, have less debuffs, maybe slightly buffed -> nobody wants to fight a group of knights charging in wedge for example.
etc etc.
EDIT:
In addition, units can be subdivided under a commander, like in sieges. The advantage here is to have a tactical formation that can be "pre-determined"
IE 4 subgroups of 1 infantry division (IE X amount, or 100 or watever) -> can form 4, 25man shield walls in a unique positioning.
(WIP) TRAINING GROUND
In here, you should be able to play around and determine preset battle orders, or the subdivision and positioning for your divisions & their sub groups. It should function in both 3rd person & 'tactical' deployment mode. The advantage is the see it, test it and be able to use it in battle, without having to micromanage.
BONUS Cohesion/Tactics/Leadership-> This could affect leadership skill & tactics. I HIGHLY believe your leadership & tactics skill should correlate with how fast units get into formation, their morale and the buffs/debuffs. (This with their skill level, other factors affecting morale like food etc). By drilling on the map, you can have units 'practice' a formation, obviously the most amount of XP comes from use in battle.
1) Not only will these formations provide a tactical use, using them appropriately, or with a faction type buff will allow COMBAT to be BETTER BALANCED. by certain buffs & debuffs (can of course be multiple, and be smart). Adds tactical depth, planning in battle and thinking ahead, rather than reacting. will make errors count more.
Empire = testudo (better shield coverage buff, movement speed debuff etc) = tactical, units more tightly packed + arrow defense
Khuzait = cantabrian etc
Sturgia = guerilla / loose space & surround (increased melee damage, less morale?), = tactical, units more dispersed be picked off but can surround and attack from sides to break a formation.
2) changing a formation type, should have buff temporarily not enabled, and even a debuff while troops get into order (like, decreased morale if charged or etc). -> serves multipple purposes, obviously exploit protection, but also tactical consideration, if you change formation while engaged, your fkn formation is gonna blow and make you vulnerable.
3) formations that are complicated should take more time to implement
4) units that are less trained have less effective formations, and cannot execute some (testudo can be for **** troops, and square, circle etc either).
5) higher tier troops get into formations faster, have less debuffs, maybe slightly buffed -> nobody wants to fight a group of knights charging in wedge for example.
etc etc.
EDIT:
In addition, units can be subdivided under a commander, like in sieges. The advantage here is to have a tactical formation that can be "pre-determined"
IE 4 subgroups of 1 infantry division (IE X amount, or 100 or watever) -> can form 4, 25man shield walls in a unique positioning.
(WIP) TRAINING GROUND
In here, you should be able to play around and determine preset battle orders, or the subdivision and positioning for your divisions & their sub groups. It should function in both 3rd person & 'tactical' deployment mode. The advantage is the see it, test it and be able to use it in battle, without having to micromanage.
BONUS Cohesion/Tactics/Leadership-> This could affect leadership skill & tactics. I HIGHLY believe your leadership & tactics skill should correlate with how fast units get into formation, their morale and the buffs/debuffs. (This with their skill level, other factors affecting morale like food etc). By drilling on the map, you can have units 'practice' a formation, obviously the most amount of XP comes from use in battle.
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