Helmut_AUT
Regular

Okay - like many others here, I'm not the only one having cut his teeth at some of the "realtime RTS" kind of tactic/strategy games (Medieval Total War and so on).
I know M&B is NOT one of them, and I don't want to make it one of them.
But, there are minor things (which I would assume even minor from a coding point of view) which could add a lot of realism and choice to engagement.
1) In the party screen, let us select "task priority" for each group of units or specific units. For example, I might want my cavalry to attack enemy archers. Or enemy cavalry. Or I might want my infantry to defend my own archers, which means not simple "attack" order but rather, stay near the archers, hit enemies targeting these archers.
2) I don't want the ability to change this on the fly in a battle, that would require a lot of GUI or Key presses. Let it be a kind of "default tactic" you can set in your party screen, kind of training your men to a specific style of battle. Basically for all three groups (Archers, Infantry, Cavalry) give an option to select "Attack" or "Defend" and then either Archers, Infantry or Cavalry. This would for example tell your Archers to preferable shoot enemies targeting your cav.
3) With this framework in place, let the AI randomly select their tactics versus the player. And maybe learn from it. So if the AI tries "Cav attack Archers; infantry defend Archers; Archers attack infantry" and if it's successful, let it try that tactic more often. The AI could also select tactics based on unit size.
4) Now, it might actually be possible to decide for an engagement if it's a defensive or offensive engagement. Right now, by default, the player can always set up a defense (Archers on high ground...) and wait for the AI to engage. What if the AI went defensive in some battles? For example, if you have bandits fleeing from you and chase them down, they would by default be Defensive. Which means the AI units all get a "defend each other" order and wouldn't move towards the player. Maybe, if you really want some clever programing, let defensive archers and infantry find the highest hill or tensest part of the forrest.
Right now (in M&B 1.011) the "Rock, Paper, Scissor" tactics approach which makes games like MTW fun (and is realistic) works to some degree. For example, I usually set my Archers to high ground, have infantry stand by them, and then try to lure the enemy into my arrow range while running a flank attack with my Cav. But I never see the enemy Cav trying to overrun unprotected Archers, or any of the other tactics I might try myself vs. the computer.
With the above "attack/defend" priorities for own troops and AI, battles would certainly gain another tactical layer.
I know M&B is NOT one of them, and I don't want to make it one of them.
But, there are minor things (which I would assume even minor from a coding point of view) which could add a lot of realism and choice to engagement.
1) In the party screen, let us select "task priority" for each group of units or specific units. For example, I might want my cavalry to attack enemy archers. Or enemy cavalry. Or I might want my infantry to defend my own archers, which means not simple "attack" order but rather, stay near the archers, hit enemies targeting these archers.
2) I don't want the ability to change this on the fly in a battle, that would require a lot of GUI or Key presses. Let it be a kind of "default tactic" you can set in your party screen, kind of training your men to a specific style of battle. Basically for all three groups (Archers, Infantry, Cavalry) give an option to select "Attack" or "Defend" and then either Archers, Infantry or Cavalry. This would for example tell your Archers to preferable shoot enemies targeting your cav.
3) With this framework in place, let the AI randomly select their tactics versus the player. And maybe learn from it. So if the AI tries "Cav attack Archers; infantry defend Archers; Archers attack infantry" and if it's successful, let it try that tactic more often. The AI could also select tactics based on unit size.
4) Now, it might actually be possible to decide for an engagement if it's a defensive or offensive engagement. Right now, by default, the player can always set up a defense (Archers on high ground...) and wait for the AI to engage. What if the AI went defensive in some battles? For example, if you have bandits fleeing from you and chase them down, they would by default be Defensive. Which means the AI units all get a "defend each other" order and wouldn't move towards the player. Maybe, if you really want some clever programing, let defensive archers and infantry find the highest hill or tensest part of the forrest.
Right now (in M&B 1.011) the "Rock, Paper, Scissor" tactics approach which makes games like MTW fun (and is realistic) works to some degree. For example, I usually set my Archers to high ground, have infantry stand by them, and then try to lure the enemy into my arrow range while running a flank attack with my Cav. But I never see the enemy Cav trying to overrun unprotected Archers, or any of the other tactics I might try myself vs. the computer.
With the above "attack/defend" priorities for own troops and AI, battles would certainly gain another tactical layer.
