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some random guy
Forum Warrior
Joined: 26 Aug 2010
Location: saturn
Status: Offline
Points: 378
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Posted: 22 Jan 2011 at 01:11 |
I knew this would be dug up! Good job Hora! 
A new army should face the 2 others like they were united against it, and the 2 others should have the same predicament.
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Soon, very soon, my name will become synonymous with chicken alfredo.... mmm.... chicken alfredo....
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Hora
Postmaster
Joined: 10 May 2010
Status: Offline
Points: 839
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Posted: 22 Jan 2011 at 00:40 |
Why stacking those armies on neighboured squares? Those armies already on the square would continue fighting, but both would have to engage some percentage of their army in defending against the 3rd player being the aggressor (I think a percentage based on troopnumbers would suffice). Same for every attacking army coming next... sounds like a big deal calculating victims, but I think it might turn out quite simple  Could favour the attacking 3rd force a bit, but that would be realistic crushing into a ongoing battle, with noone looking around  kindly Hora Edit: I know I'm actually reviving an old thread (3 month inbetween), but it was refered to in an other thread, so I needed to reread all that stuff...  (not meant negative)
Edited by Hora - 22 Jan 2011 at 00:43
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HonoredMule
Postmaster General
Joined: 05 Mar 2010
Location: Canada
Status: Offline
Points: 1650
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Posted: 28 Sep 2010 at 16:07 |
It does seem that some of the others discussing this point are swallowing vast tracts of complexity or injecting vagueness and confusion without batting an eyelash. Just imagine how much more complex things get if you expect idle parties to wait on adjacent squares, which then get occupied/attacked by parties! And what if the required square (or all of them) is lake or a city? However, I think my initial proposal addressing this point was actually fairly complete and functional:
HonoredMule wrote:
[Occupying] newcomers get paired with the earliest nap/confed found, or if
there are none, takes a new side. Every time there's 2 idle sides, due
either to new arrival or battle completion, those two sides duke it
out. The results would be very chaotic and costly, but that's probably
how it should be in hotly-contested space. |
In retrospect however, I might change it to latest nap/confed found, depending upon whether it's desirable that the first battle last the longest. Many later armies would be most interested in focusing their expense on influencing the earliest battle, which might be one containing a siege army or whose outcome dictates the recipient of some reward such as control of something. But then maybe it should be required that one fight his way through the more recently begun battles surrounding the original one...and if control is based on some aggregate measure of presence across all battles, it won't matter as much for non-siege scenarios.
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Zangi
Forum Warrior
Joined: 15 Jul 2010
Status: Offline
Points: 295
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Posted: 28 Sep 2010 at 16:02 |
Shrapnel wrote:
So far we've only assumed 3 parties. Does this get exponentially more difficult with n parties? |
Well, seems pretty simple. Why not have a 4th or 5th party too? (That is if you somehow have +3 different non-NAP/Confederation parties fighting over a square or 'investigating' a battle with extreme prejudice. "Really, get off my road, you are stopping traffic."To promote that sentiment, maybe it would be in the interest of nearby players to 'encourage' a quicker, more decisive end to the battle happening on their 'toll road'. A reason to patrol and police 'toll roads'... If they are paying you for faster passage, they should expect travel to be free and clear. Not slower then taking the off-road. And if you can't take care of it... what right do you have collecting? Tie-in to banditry on 'toll roads' too... Unaligned caravans, diplomats and armies passing through may unwittingly be dragged into the fighting or at least be heavily delayed by the nearby fighting. Danged drive-by gawkers slowing traffic... That is... once pathfinding comes into place and armies can meet each other on the road... ~~~~~~~~~~~~~~~ Player intervention on the road can either end the battle early, after 2-3 battle rounds, they go their own way after exchanging insults. (This option should only be available to the alliance/player that runs the 'toll road' or within X squares of their city.) Or just simply try to destroy all trespassers for the experience... (The default option I guess...)
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Shrapnel
Wordsmith
Joined: 01 Jun 2010
Status: Offline
Points: 180
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Posted: 28 Sep 2010 at 13:58 |
So far we've only assumed 3 parties. Does this get exponentially more difficult with n parties?
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Zangi
Forum Warrior
Joined: 15 Jul 2010
Status: Offline
Points: 295
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Posted: 28 Sep 2010 at 13:31 |
col0005 wrote:
Waiting in that manner is far to ordered. If an army wants to get to a location only to find 2 forces already fighting then yes they may wait. However If another force arrvies I imagine that they'd attack the rear of the force watching the battle. If there are multiple sides then an impartial algorithm should allow a joined battle but with a random distribution of attacks and therefore a random outcome. Ie P1 is the defender.
for P3 213 troops attack P1 537 attack P2
P2 763 troops defend against P3 321 attacks P1
P1 375 defend against P2 472 defend against P3
Each attack and defence set is determied seperately each round ie there are 3 randomly generated, independant battles.
Note that a higher numbered player is the attacker against a lower numbered player (order that they arrived)
Oh commander divison bonus applies to all battles but individual stats would apply to only one battle. |
I like this. 'Hey guys, just wanted to see what you are doing.' *Attacks the other players.* 'Now get out of my area.'
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col0005
Forum Warrior
Joined: 20 Apr 2010
Location: Australia
Status: Offline
Points: 238
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Posted: 28 Sep 2010 at 02:26 |
Waiting in that manner is far to ordered. If an army wants to get to a location only to find 2 forces already fighting then yes they may wait. However If another force arrvies I imagine that they'd attack the rear of the force watching the battle. If there are multiple sides then an impartial algorithm should allow a joined battle but with a random distribution of attacks and therefore a random outcome. Ie P1 is the defender.
for P3 213 troops attack P1 537 attack P2
P2 763 troops defend against P3 321 attacks P1
P1 375 defend against P2 472 defend against P3
Each attack and defence set is determied seperately each round ie there are 3 randomly generated, independant battles.
Note that a higher numbered player is the attacker against a lower numbered player (order that they arrived)
Oh commander divison bonus applies to all battles but individual stats would apply to only one battle.
Edited by col0005 - 28 Sep 2010 at 02:31
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xilla
New Poster
Joined: 24 Apr 2010
Status: Offline
Points: 36
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Posted: 28 Sep 2010 at 01:45 |
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Only for occupy order: Instead of stacked occupies, an army could wait on the last adjacent square it was on before it encounters the battle.
Once battle is resolved, the army could move in and occupy if winning party went home, and if winning army is occupying, then reinforce/attack based on same principles as reinforcing a siege.
If encountering a waiting party then wait at your last adjacent square, etc..
Time the army starts waiting is the decider for order.
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KarL Aegis
Forum Warrior
Joined: 20 Aug 2010
Location: New York
Status: Offline
Points: 287
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Posted: 27 Sep 2010 at 22:42 |
So instead of slaughtering both armies with a flank attack, they wait it out until the victor reforms its attack lines and then engage all fancy like?
My, what great manners warriors have today.
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I am not amused.
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Shrapnel
Wordsmith
Joined: 01 Jun 2010
Status: Offline
Points: 180
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Posted: 27 Sep 2010 at 21:58 |
HonoredMule wrote:
I'm pretty sure that's already precisely covered. The 3rd party has to be in a NAP or confederation with the side it is supporting (as it would have to be anyway), and then automatically stacks with that side against the other upon arrival...regardless of whether the side it is supporting is the attacker or defender.
And I also already noted that if the 3rd party is friends with both sides, it just turns around and goes home. The only time things get even a little vague or complicated is when the 3rd party has no friendly relationship with either side and in particular also wants to occupy the square.
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Let's see if I understand how this would work:
If 3rd party is already at location at beginning of battle:
NAP'd or Confed with defender: Sides with defender
any other time: attacks defender
If 3rd party arrives in middle of ongoing battle:
If NAP'd or Confed with one side and orders are to attack or raid: sides with that party
If NAP'd or Confed with both sides and orders are to attack or raid: Goes home
If NAP'd or Confed with one side and orders are to occupy: sides with that party
If NAP'd or Confed with both sides and orders are to occupy: occupies square
If NAP'd or Confed with one side and orders are to reinforce: sides with that party
If NAP'd or Confed with both sides and orders are to reinforce: goes home? (I think that the 3rd party should reinforce the defender unless the 3rd party has a Confederation with the attacker and reinforce without attacking either party in the case of a Confederation)
In the case where the 3rd party has no NAP or Confederation with either party, I propose the army gets to choose which party it sides with, then if any survivors are left that are on different sides, the survivors finish the battle. Either that or it is considered the completion of a "battle round" and survivors go home or the victor continues to occupy if that was its order.
Regardless of how it works out, excellent idea HM.
Edited by Shrapnel - 27 Sep 2010 at 22:01
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