Credit for the initial idea goes to Wolf25 from his suggestion that can be found HERE.
Note: This got a lot longer, and more detailed than I had originally intended. It also spawned a post on Wolf25's fire arrows suggestion (post can be found HERE via the link in the 'rain' section) and a pending post on a possible modification to the way armies and parties function. Obviously it would take a long time to implement all of the nuances described here, and I am sure there are many possibilities I missed, so for those that actually read/respond: I salute you.
### Weather effects ###
How battles might be affected by the weather.
[COLD] :
[SNOW]:
[MUD]:
[SANDSTORM]:
[HEAT]:
[SMOKE]:
### Combining Weather ###
Multiple weather effects should be possible at the same time, within reason.
Sensible Combinations:
### General Weather effects ###
Persistent:
Note: This got a lot longer, and more detailed than I had originally intended. It also spawned a post on Wolf25's fire arrows suggestion (post can be found HERE via the link in the 'rain' section) and a pending post on a possible modification to the way armies and parties function. Obviously it would take a long time to implement all of the nuances described here, and I am sure there are many possibilities I missed, so for those that actually read/respond: I salute you.
### Weather effects ###
How battles might be affected by the weather.
[COLD] :
- All troops maneuver slower.
- Greater troop fatality rate depending on temperature (simulating freezing of fallen units).
- Small combat skills debuff, possibly lessened for those from colder climates (simulating the cold's effects on the human body).
- Large combat skills debuff for unmounted troops wading through water (simulating the effects of the cold on the human body with the onset of hypothermia).
- Moral hit for troops entering bodies of water.
- All troops should move very slowly with the possibility to self-injure (simulating slipping).
- No mounted troops (simulating preservation of mounts).
- Greater troop fatality rate depending on temperature (simulating freezing of fallen units).
- Small combat skills debuff, possibly lessened for those from colder climates (simulating the cold's effects on the human body).
- Frozen bodies of water:
- All standing water should be frozen (unless convincingly spring-fed).
- Flowing water may be frozen to a degree dependent on temperature.
- Frozen bodies of water may be thin enough to fall through causing:
- Large combat skills debuff (simulating the effects of the cold on the human body with the onset of hypothermia).
- Moral hit for troops entering bodies of water.
- Greater troop fatality rate for any units incapacitated in the water (simulating drowning of fallen units).
- based upon unconscious troops at the end of the battle.
- or an extra check when a unit is incapacitated but not initially killed.
[SNOW]:
- All troops maneuver slower.
- Greater troop fatality rate depending on temperature (simulating freezing of fallen units).
- Horses take wider turns and cannot stop as fast (maneuverability debuff, simulating the need for more distance to stop/turn on the slick ground).
- Small combat skills debuff for all troops, possibly lessened for those from colder climates (simulating the effects of the cold on the human body).
- Large combat skills debuff for unmounted troops wading through water (simulating the effects of the cold on the human body with the onset of hypothermia).
- I'm not sure what currently determines the maximum range of projectiles and if that can be debuffed as well, but there should at least be a delay on when ranged units engage (simulating visibility).
- Moral hit for troops entering bodies of water.
[MUD]:
- All Troops maneuver slower.
- Random individuals may get stuck (simulates deep mud/clay).
- Greater troop fatality rate for any units incapacitated in the mud/water (simulating drowning of fallen units).
- based upon unconscious troops at the end of the battle.
- or an extra check when a unit is incapacitated but not initially killed.
- Horses take wider turns and cannot stop as fast (maneuverability debuff, simulating the need for more distance to stop/turn on the slick ground).
- Small combat skills debuff for all troops, which grows larger over time (simulating the mud weighing the troops down and wearing them out).
- Horses may 'splash' nearby dismounted troops, causing moral and slight combat debuffs if galloping (simulates mud/water/muck splashing on troops).
- Moral hit when assaulting a town/castle (Why didn't you just wait until it was nice out?).
- Arrows not as effective. Fire arrows as well.
- Rain causes mud over time if it just started, else mud effects above are in play as well.
- Ranged weapon speed and accuracy debuff (simulating the rain's effect on the physical arrow/bolt as well as grip on thrown weapons).
- Projectile range debuff (see snow section).
- All troops maneuver slower (simulates the wet ground).
- Random individuals may get stuck (simulates deep mud/clay).
- Greater troop fatality rate for any units incapacitated in the water (simulating drowning of fallen units).
- based upon unconscious troops at the end of the battle.
- or an extra check when a unit is incapacitated but not initially killed.
- Horses may 'splash' nearby dismounted troops, causing moral and slight combat debuffs if galloping (simulates mud/water/muck splashing on troops).
- Moral debuff for all units (simulating annoyance with the environment).
- Projectile range debuff (see snow section).
- Troops chasing after enemies may become 'lost' and take longer to rejoin the main battle (simulating visibility issues and sound distortion).
- Troops chasing enemies have a higher probability of doing so alone as allies may not see them give chase and will not follow (simulating visibility).
- Commanders in charge of units may give mistaken orders, or leave the battle entirely (simulating visibility and sound distortion).
- Chance to surprise defenders of a castle/town by attacking immediately through the fog (with smaller forces?) rather than set up a siege camp (simulates visibility).
- Moral debuff for wayward units (simulating distress at being alone).
- Moral debuff for all units (simulating distress and anxiety from the lack of full knowledge of engagement progress).
- Range weapon speed and accuracy debuff (simulating the wind's effects on the projectile).
- Possible issues with normal horse handling. Warhorses would likely be unaffected (standard horses tend to dislike wind and things blowing around).
- Reduced climbing speed (simulating a struggle to stay on the ladders).
- Steppe wind effect due to dry weather and a lot of movement (simulating dirt kicked into the air from feet, hooves, and other causes of stirring up dry ground).
- Visibility issues would be similar to fog (simulating dust particles in the air).
- Small debuff to troops due to irritation caused by dust (simulating dry throat, or irritated eyes from debris).
[SANDSTORM]:
- Desert wind effect (simulating desert sand storms)
- Visibility issues would be similar to fog (simulating sand particles in the air).
- Damage over time (simulates irritation from sand getting into eyes, mouth, equipment).
- Debuff based upon damage taken from the sandstorm (simulating the unit's increased irritation and distraction from chaffing sand)
- Accuracy impairment and a slowed rate of fire for ranged units (simulating the struggle to keep their eyes open with the sand blowing around).
[HEAT]:
- Desert clear effect (simulating desert heat).
- Debuffs dependant on armor type:
- Cloth - no/low debuff
- Leather - mild debuff
- Metal - high debuff
- Possibility of heat stroke (simulating the heat of the desert)
- Greater troop fatality rate (simulating overheating of fallen units).
- based upon unconscious troops at the end of the battle.
- or an extra check when a unit is incapacitated but not initially killed.
[SMOKE]:
- Same range debuff as fog (simulating visibility in smoke).
- Small combat skills debuff while in smoke (simulating the choking effect of thick smoke).
- Causes smoke (see above).
- It causes damage while in contact (simulates burning).
- It can spread on flammable surfaces (wood, thatch, dry grass).
- Moral hit for each side with units on fire (simulates the mental effect of seeing your comrades burning).
- Moral hit for each side with structures on fire (simulates the mental effect of seeing your own town/castle burning).
### Combining Weather ###
Multiple weather effects should be possible at the same time, within reason.
Sensible Combinations:
- Snow and wind
- Rain and mud
- Cold and ice
- Marsh and snow
- Mud and wind
- Sandstorm and heat
- Snow, ice, and wind
- Anything requiring cold in any paring with heat
- Dust and rain (unless the weather is changing mid-battle)
- Marsh and sandstorm (possible, but unlikely)
### General Weather effects ###
Persistent:
- Outdoor battles:
- Weather should pass onto the main map and affect troop movements/visibility/tracking.
- Post battle, where the elements are involved, recuperation should take longer to account for:
- The recovery usable items, which would take longer in certain weather situations.
- The cleaning of equipment,
- The recuperation from the elements.
- Disorganization debuff should last longer in bad weather.
- Global Effects:
- In environments with debilitating weather, moral should decay for all units.
- Higher chance of troops deserting in bad weather.
- Enemy Sieges should have a chance of disbursing if the weather turns against their favor.
- Army cohesion should decay faster in bad weather.
- Management:
- Stocks of hardwood (firewood to dry clothes in wet areas and heat in the cold).
- Stocks of cloth (blankets, spare clothes, bandages).
- Possibly adding some new items:
- Bulk blankets (for cold climates and hypothermia recovery)
- Bulk spare undergarments (for wet/muddy situations as a dry set to change into)
- Bulk wraps (for cold - to keep heat in, hot - to shield the head and neck, sand/dust to keep the particles out)
- Bulk medical (bandages and herbs to increase the effectiveness of healing and hasten recovery from sickness)
- Town and castle defense:
- Native defenders may not be subject to as large of a penalty from the weather.
- It could be assumed that they are aware of the local weather patterns for their area and have supplies prepared.
- Local garrison should be even less affected due to their makeup being largely local populace.
- Defenders should be assumed to not be as affected by mud/marsh unless they move outside of the structure.
- Dirt paths inside could be assumed as packed earth and thus less prone to becoming sodden and muddy.
- Snow and rain should still have some effect, though it may be lessened due to familiarity with the conditions.
- I can still remember when they closed Atlanta, GA in the US because there was a dusting of snow on the roads (I live in the Northern US so it caused a few chuckles for those of us who have driven in deep snow/ice).
- Troops should take their immediate environment into account for weather effects:
- Units positioned under a roof or inside a tower should not be affected by precipitation or ground conditions.
- Effects stemming from visibility should still have an effect.
- Cold weather would still be an issue, seeing as the defensive positions have no doors or window coverings.
- may be lessened with the presence of heat sources (torches, braziers, defensive liquid heating stations, burning defenses).
- Towns/castles should add structure options based upon weather effects.
- Wooden roofs over curtain wall walkways and towers not housing catapults:
- Pro: Shields against precipitation.
- Pro: Shields against some incoming projectiles.
- Con: Can catch fire.
- Plank or thatch ground covering:
- Pro: Better footing in wet/mud/snow/ice weather.
- Pro: Keeps fallen units out of the water, decreasing their chances of drowning.
- Con: Better footing for the enemy in the same conditions.
- Braziers:
- Pro: Area heat for defenders.
- Pro: Fire source to light fire-based defenses.
- Con: Possibility of fire breakout if hit by a large projectile or knocked over by an attacker.
- Doors/hatches:
- Pro: Keeps the heat in more efficiently in cold weather.
- Pro: Keeps the dust/sand at a minimal level when wind storms hit.
- Con: Easily breakable and prone to catching fire.
- Water barrels:
- Pro: Keeps units hydrated/cool in hot climates.
- Pro: Ready source of limited water to put out fires.
- Cons: May spill/break when hit by a projectile causing moral loss from heat.
- Cons: Loss of barrel will result in the inability to contain fires.
- Wooden roofs over curtain wall walkways and towers not housing catapults:
- Native defenders may not be subject to as large of a penalty from the weather.
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