Make reinforcement delay and deployment direction correspond to campaign map

Is this a good idea?


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RobustTurd

Sergeant at Arms
Currently, relevant parties are sucked into battle from a small radius around the point at which a party attacked another. At the start of battle, all parties of opposing factions deploy opposite of each other. I think battles would become less repetitive and more engaging and tactical, if instead:
  1. Parties further away from the point of contact would deploy with a delay proportional to their distance.
  2. Parties would deploy on the battle map according to their relative positions in the campaign map.
For example, if you attack an enemy in front of you while being pursued, you would have to deal with the first party relatively quickly before the pursuing party enters the battle map from your rear. This would add a realistic tactical layer that would improve the combat experience. Any thoughts?
 
This is the best but at least we should be able to know where the reinforcement are going to come from.

Actually it looks random and you can never use any strategy with that (i.e retreat some units for new ones to appear in the back of the ennemy...)
 
It's not very M&B like, and I think they should focus more on overhauling the trickle of units to mass reinforcement waves.

Currently battles become too easy if the commander is the player in an attacking scenario, where as it becomes near impossible to win if he is only a sergeant, assuming he isnt in charge of the infantry.

As a general you can aggro the enemy to attack even if you are the defender, and due to the trickle, in defensive positions your men will spawn right on the enemy constantly, where as the enemy have to trek accross the battlefield. The same holds true if your leading general(youre a sergeant) attscks an AI defensive position.
 
It's not very M&B like, and I think they should focus more on overhauling the trickle of units to mass reinforcement waves.

Currently battles become too easy if the commander is the player in an attacking scenario, where as it becomes near impossible to win if he is only a sergeant, assuming he isnt in charge of the infantry.

As a general you can aggro the enemy to attack even if you are the defender, and due to the trickle, in defensive positions your men will spawn right on the enemy constantly, where as the enemy have to trek accross the battlefield. The same holds true if your leading general(youre a sergeant) attscks an AI defensive position.

Yeah, the trickle is a problem when your max troop count is lower than the battle size. I wish they could make the spawn locations dynamic, so that the location of current units would impact the spawn points.
 
I like that but I'm sure TW will stick to the actual solution. Maybe modders will make reinforcing battles more realistic one day
 
Although it sounds cool I have to vote no.
Reason is I cannot see the AI incorporate this into its strategy in a meaningful way which is why I think this is something only the player would exploit.
 
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