TheShermanator
Sergeant
Generally, it seems like we are talking about two separate but interacting dynamics: Realism/visual elements in reinforcement mechanics vs. tactical gameplay cheesiness in reinforcement mechanics. Because we are failing to see that these are different things, some of us are talking past each other a little bit.
Most of the ideas above about having out-of-map reinforcements vs. in-map spawning address the realism/visual part, but would make the cheesiness factor (spawn camping, endless distance for reinforcement to trickle into the fight, gaming of Lancaster's Square law, etc), even worse than it already is. Some of the other ideas - e.g. instant in-formation replenishment - would fix some of that tactical cheesiness (Lancaster's Square law still dictates that insta-replenishment would give a disadvantage to the larger force, but a diminished disadvantage), but would, to be fair, be really annoying to look at visually and for purposes of realism.
I would totally be fine with this. In an ideal world, processors would just be powerful enough to deal with 1000 vs. 500, but because they're not, this seems like the next best thing. Whatever the solution, it has to not punish players who manage to amass large armies, and it has to account for Lancaster's Square law. Caveat: You should be able to have some limited ability to pick the men that appear in the battle vs. the auto-assignment.
Most of the ideas above about having out-of-map reinforcements vs. in-map spawning address the realism/visual part, but would make the cheesiness factor (spawn camping, endless distance for reinforcement to trickle into the fight, gaming of Lancaster's Square law, etc), even worse than it already is. Some of the other ideas - e.g. instant in-formation replenishment - would fix some of that tactical cheesiness (Lancaster's Square law still dictates that insta-replenishment would give a disadvantage to the larger force, but a diminished disadvantage), but would, to be fair, be really annoying to look at visually and for purposes of realism.
I hate spawn wawes anyway in any form.
I have an idea. It could be a mod or in the native game. It goes like this,
At the very beginning of the battle, spawning all soldiers proportionally with respect to their party size for battles exceeding battle size. So you have a 500 army against 1000 army, you would get 333 soldiers and enemy will get 666 soldiers and you will win or lose that battle with that soldiers, no wawes will be spawn. Anyone like this or disagree that this system can also its own issues?
I would totally be fine with this. In an ideal world, processors would just be powerful enough to deal with 1000 vs. 500, but because they're not, this seems like the next best thing. Whatever the solution, it has to not punish players who manage to amass large armies, and it has to account for Lancaster's Square law. Caveat: You should be able to have some limited ability to pick the men that appear in the battle vs. the auto-assignment.