Meagh wrote:
HM, I looked at your post about making battles stretch over time. That is a really, really good idea. It may not be what the op had in mind but i think it would add alot of strategy to the game and allow for player initiated maneuvers, maybe pull a 'bait and switch' for example. |
It's what I had in mind for down the road. I wanted to discuss the different stages of combat first and see if it was in fact a lump sum or if there were other calculations/waves that were done outside of that. If we got the ball rolling on the wave idea, I figured I'd lead it into what HM posted. I was hoping for it to be more "realistic".. not only do buildings take awhile to be erected, but also for combat not to be over in a matter of seconds (outside of siege.)
The other problem that I've seen so far is that everyone keeps linking back to siege, but siege is not the only part of battle that we participate in. It's the most overall complicated, but it's not the only thing we fight with.
Just my two cents, as a noob.