I read this somewhere in another tread but could not find it again. So I thought I make a suggestion.
Party and army sizes should be hidden and only vissible in broad categories like, small, big, huge.
Depending on de scout level these categories can narrow to small, medium, big, large, huge, massive etc. (please give better names )
maybe a strength related name can also account for an indication of tier distribution.
I would think is it pretty hard for a scout to give a proper estimate of an enemy strength, if you are trying not te be killed.
the goal is that when 2 parties of the same category meet. there is a bandwich of uncertainty in witch the attacker can be outnumbered/outclassed. This adds a lot of random chance to the encounters that hopefully feel natural.
different skills and traits could influence the likelihood of engaging.
a cautious commander would not take the risk to engage another party in the same category, but a courageous or impetuous commander may risk it.
other skills could play a role as well: tactics, leadership and party morale. but these things are related to auto resolve. These should only play a part in the ai decision making if they influence the auto resolve outcome
Not sure how well these connect to the current autoresolve system.
This system could be an easier way to implement a sort of ambush mechanic. Give (for example) Battanian parties a fake smaller party size when they are in a forrest. This way they can "surprise" the enemy.
That said, if possible, I would prefer a proper ambush mechanic.
Party and army sizes should be hidden and only vissible in broad categories like, small, big, huge.
Depending on de scout level these categories can narrow to small, medium, big, large, huge, massive etc. (please give better names )
maybe a strength related name can also account for an indication of tier distribution.
I would think is it pretty hard for a scout to give a proper estimate of an enemy strength, if you are trying not te be killed.
the goal is that when 2 parties of the same category meet. there is a bandwich of uncertainty in witch the attacker can be outnumbered/outclassed. This adds a lot of random chance to the encounters that hopefully feel natural.
different skills and traits could influence the likelihood of engaging.
a cautious commander would not take the risk to engage another party in the same category, but a courageous or impetuous commander may risk it.
other skills could play a role as well: tactics, leadership and party morale. but these things are related to auto resolve. These should only play a part in the ai decision making if they influence the auto resolve outcome
Not sure how well these connect to the current autoresolve system.
This system could be an easier way to implement a sort of ambush mechanic. Give (for example) Battanian parties a fake smaller party size when they are in a forrest. This way they can "surprise" the enemy.
That said, if possible, I would prefer a proper ambush mechanic.
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