These are the links to the tips I posted on the forum by opening threads.
I will give a brief description, although from their titles one should deduce the topic they speak of.
2 MODES/ACTIONS WITH 1 BUTTON (2M1B)
NEW WAR ORDERS system
CREATE BATTLE FORMATION AND TACTICAL ORDERS system
The first 3 are systems.
-2M1B is about a fundamental mechanic that allows to use at least twice the game mechanics compared to the number of associated keys, simply increasing the number of ways in which a key can be pressed (recommended number of ways -> 2 and only for " similar mechanics ").
In the description of the mechanics there are the warnings.
in short: button can be pressed quickly (then release it before a time t passes) or pressed for more time (release it after time t), now we associate 1 action in each mode of pressing it and we have 2 mechanics with just one button.
-NEW WAR ORDER system uses the 2M1B to expand the number of orders that can be given without actually increasing the number of keys that we should press.
And take advantage of this increased action ability to deliver the following battle orders:
1) mechanics of relative and real-time rotation of the troops
2) troop position mechanics (hold the position and follow me mechanics)
3) select area order and select unit order (enemy or ally) (for fire at will, charge, chase ec ..)
4) change weapon (troops)
5) BATTLE FORMATION and TACTICAL ORDER.
you can use formations and orders created by you through the "CREATE FORMATION AND TACTICAL ORDERS system"
6) reworking of all known orders.
- CREATE BATTLE FORMATION AND TACTICAL ORDER.
It is a system for the creation of battle formation through the design of curves, in a geometric sense .. therefore also straight lines, segments, union of curves, etc., on a plane.
If battle formations are the form on which soldiers must position themselves to make it, tactical orders are the individual actions that the various soldiers must perform in the position they are in.
In summary: you can make any battle formation you can imagine.
Even crouched soldiers who use the shield wall and kick while staying lowered (those in the first row), while those behind raise the shield above their heads. Useless battle formation, but you are able to do it.
------
ADD NEW MOVEMENT MECHANICS(dodge/dash,low jump/jump,fast crouch/crouch & combinations)
These movement mechanics are added via the 2M1B and consist of what the title says.
In this thread(add new movement mechanics) you will find a mechanic, the step-dodge, which I wanted to discuss separately because it is very delicate and therefore find a link that will take you to this other thread in which it is exposed and discussed in detail:
NON-SPAMABLE DIRECTIONAL STEP-DODGE
----
Below are some unit balancing mechanics.
Specifically, the "shield + stucked projectile = encumbrance" thread not only tries to balance the relationship between ranged weapons and shield-armed soldiers.
But it establishes a SUBSTANTIAL difference between javelins and arrows, which is not a difference based on the damage parameter, but on the weight parameter.
6 javelins on a shield can equal 60 arrows.
In terms of damage?
no, in terms of weight -> encumbrance -> slowdown.
therefore the javelins have short range and even if they do not inflict damage because they are blocked with a shield, they can give an obstruction such as to force the unit to clean the shield or to throw the shield (on order be clear).
So the arrows need to be fired from a distance and for some time to be able to accumulate on a soldier's shield.
On the other hand, few javelins are thrown, but they weigh so much as to cause annoyance.
Also, not all javelins are created equal.
Why did the Roman soldiers launch the Pilum before charging for the enemy?
to hit the enemy itself?
if they hit it, well, but the main purpose was that the pilum fit into the enemy shield and twisted becoming inextractable from the shield, which therefore had to be thrown away because it was no longer transportable given the increase in encumbrance
SHIELD + STUCKED PROJECTILE = ENCUMBRANCE
jump from different heights->consequences
---------
logistics and support lines.
It takes into account the economy and production and how it is fundamental in a war.
It suggests the reuse of assets already present and familiar, it also presents examples of how a war is faced.
I wrote this thread because it seemed ridiculous to me that as soon as a war started it was possible to march directly on the enemy capital undisturbed.
LOGISTICS and SUPPLY LINES
---------
It should be clear enough from the title.
From some more mechanics with two-handed lances and two-handed weapons.
Side attack for 2-h spear: fast attack(small angle) and heavy attack(big angle)