Wraith_Magus
Regular
While I don't have the sort of background in historical recreation you obviously do, I would still argue that a notion of a "deployable pavise" would have some merit, given the way the game is currently set up...
I would have mentioned this in the whole "archers wear armor" thread, if it hadn't been sleeping quietly for so long, but a rather big reason for having a lot of the unrealisms we see in the game currently is that the game has an arbitrary head count on the battlefield due to hardware limitations that forces some rather unrealistic responses the player has to make in their play strategy.
Namely, everybody's an elite. ("... and all the children are above-average.") Because you only get 50 or so soldiers per side on the field at a time, and you have an arbitrary limit to the number of soldiers that can be in a warband, regardless of unit quality, the fact that a recruit with cheap sticks costs about 1/50th of the amount a knight costs never really becomes a factor unless you are at the very beginning of the game and literally can't afford anything better. All units have functionally negligible costs in the long term, and all units have the same penalties to your morale and movement based solely upon the number of soldiers you have, rather than soldier quality, so there is no reason to carry along anything less than an elite. If players were actually forced to choose between having 30 lightly-armored archers or having 1 more knight, you might actually see players choosing cheaper archers.
So then, the problem with a mantletier is that you're basically trying to ask for having paired up soldier combat teams in a game where we can only barely even field enough troops to make unit formations have any meaning at all. The control system for the game is not at all made for precise orders (although there is perhaps some realism in that regard), and largely involves players only being able to command "all infantry" to "stand somewhere in this general area" or else "screw it, just rush into the enemy as a massive, disorganized mob".
Such a thing as mantletiers might have worked in Total War, they can generally get something like a combat team to work according to a scripted sequence of motions, and something like the way that dragoons from Empire worked where you could order dismounting from horseback and reforming the unit behind a low wall for cover could have worked for making a Genoese Crossbowman and Mantletier mixed unit.
The controls for this sort of thing, absent making a two-man unit that can never separate from one another that has scripted protocol for how to move and fight, however, are just not in Mount & Blade. Trying to make the AI smart enough to carry a shield and know when to deploy and retrieve it (and where to make it face) for the purposes of portable cover with just one unit already requires more sophistication than the current M&B AI already has. Just look at how well horse archers handle the concept of, "You are archers on fast horses, stay away from melee, and use your bows, morons!" For that matter, how well archers handle enemies on horseback moving away from them, when they still try to charge mounted units with a dagger rather than pulling out their bow again. Archer's don't even try to sidestep or duck, much less take cover, when you are firing arrows back at them (between sidestepping or taking cover).
For that matter, if Total War wanted to be even more realistic, they could have introduced more complex fatigue mechanics, and had those Roman legionaries shift off who was in the front of the line so that soldiers could take a breather as a part of the Roman formation tactics and discipline model. Crossbowmen weren't the only units that worked in teams, after all, and you could just as easily demand that squires and men-at-arms accompany nobles or knights onto the battlefield, with fatigue mechanics where individual soldiers need to relieved by their companions after a few minutes of intense melee, as opposed to having every soldier engaged in constant meatgrinding until one side runs out of soldiers, especially in protracted battles.
This is a suggestion forum, and suggesting "better AI" is a perfectly valid suggestion, after all, but at some point there has to be a trade-off between the realism and the hardware or interface limitations (or developer manpower) of the game.
I would have mentioned this in the whole "archers wear armor" thread, if it hadn't been sleeping quietly for so long, but a rather big reason for having a lot of the unrealisms we see in the game currently is that the game has an arbitrary head count on the battlefield due to hardware limitations that forces some rather unrealistic responses the player has to make in their play strategy.
Namely, everybody's an elite. ("... and all the children are above-average.") Because you only get 50 or so soldiers per side on the field at a time, and you have an arbitrary limit to the number of soldiers that can be in a warband, regardless of unit quality, the fact that a recruit with cheap sticks costs about 1/50th of the amount a knight costs never really becomes a factor unless you are at the very beginning of the game and literally can't afford anything better. All units have functionally negligible costs in the long term, and all units have the same penalties to your morale and movement based solely upon the number of soldiers you have, rather than soldier quality, so there is no reason to carry along anything less than an elite. If players were actually forced to choose between having 30 lightly-armored archers or having 1 more knight, you might actually see players choosing cheaper archers.
So then, the problem with a mantletier is that you're basically trying to ask for having paired up soldier combat teams in a game where we can only barely even field enough troops to make unit formations have any meaning at all. The control system for the game is not at all made for precise orders (although there is perhaps some realism in that regard), and largely involves players only being able to command "all infantry" to "stand somewhere in this general area" or else "screw it, just rush into the enemy as a massive, disorganized mob".
Such a thing as mantletiers might have worked in Total War, they can generally get something like a combat team to work according to a scripted sequence of motions, and something like the way that dragoons from Empire worked where you could order dismounting from horseback and reforming the unit behind a low wall for cover could have worked for making a Genoese Crossbowman and Mantletier mixed unit.
The controls for this sort of thing, absent making a two-man unit that can never separate from one another that has scripted protocol for how to move and fight, however, are just not in Mount & Blade. Trying to make the AI smart enough to carry a shield and know when to deploy and retrieve it (and where to make it face) for the purposes of portable cover with just one unit already requires more sophistication than the current M&B AI already has. Just look at how well horse archers handle the concept of, "You are archers on fast horses, stay away from melee, and use your bows, morons!" For that matter, how well archers handle enemies on horseback moving away from them, when they still try to charge mounted units with a dagger rather than pulling out their bow again. Archer's don't even try to sidestep or duck, much less take cover, when you are firing arrows back at them (between sidestepping or taking cover).
For that matter, if Total War wanted to be even more realistic, they could have introduced more complex fatigue mechanics, and had those Roman legionaries shift off who was in the front of the line so that soldiers could take a breather as a part of the Roman formation tactics and discipline model. Crossbowmen weren't the only units that worked in teams, after all, and you could just as easily demand that squires and men-at-arms accompany nobles or knights onto the battlefield, with fatigue mechanics where individual soldiers need to relieved by their companions after a few minutes of intense melee, as opposed to having every soldier engaged in constant meatgrinding until one side runs out of soldiers, especially in protracted battles.
This is a suggestion forum, and suggesting "better AI" is a perfectly valid suggestion, after all, but at some point there has to be a trade-off between the realism and the hardware or interface limitations (or developer manpower) of the game.