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Hora View Drop Down
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Direct Link To This Post Posted: 27 Sep 2010 at 20:35
Only problem is how to encourage players to attack squares instead of towns. Maybe a solution comes with pathfinding, when occupying armies can intervene with moving ones.
There could be two options:
     1. One army blockading the way, and the other one attacks to get through.
     2. One army waits next to the way to attack everything that comes by (making the one on the  
            road the defender).
Sure needs some working over, but I think you get the picture.
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HonoredMule View Drop Down
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Direct Link To This Post Posted: 27 Sep 2010 at 14:09
I do (now) recognize the issue you're describing, and I could speculate at a few methods of addressing it.  However, it's more of an implementation issue and only the devs will ever really know what works best.

I'm gratified that others see my vision of potential in the basic concept.  It is more for the devs' sake that I presented it in a manner attempting to prove by example that the idea is at a medium level both feasible and implementable without bringing chaos to the higher game balance.
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col0005 View Drop Down
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Direct Link To This Post Posted: 27 Sep 2010 at 08:44
The example with same lossess on both sides wasn't intended to illistrate (and certainly not promote) a scenario where large armies have no bonus. It was intended to illistrate how as the battle progressess the battle will shift further and further in favour of the the larger player, the smaller player recieving more casulties will only further prove my point.
 
If a re-calculation is done this change in balance will be taken into account. I'm not arguing that this shouldn't happen. What I'm arguing is that this change in balance should either never be taken into account, or should always be taken into account.
If a battle was calculated in turns the balance change would always be taken into account.
However if the battle is only ever interupted by re-inforcments this balance wont be taken into account, will always favour the larger player when it does happen.
 
 
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Direct Link To This Post Posted: 27 Sep 2010 at 07:51
+1 to this general idea.  Push and pull of a battle with outside influence... Make it so its ok for people to split their armies up instead of lumping them into 1 huge one.  The only problem is that military will be 'gone' longer then it is now.  (Perhaps return time can be faster to make up for it?)

1. Basic military reinforcements.  Simple and predetermined.
1a. Flanking or Hitting the rear of engaged enemy, with pathfinding.  Only affects 1st turn.
1b. Positive or negative modifier from terrain reinforcement comes from.  Only affects 1st turn.

2. Combat Spells
2a. Temporary enhancement and/or debuff spells.  Players can cast onto on-going battles, if in range.  (Perhaps send a 'Messenger Mage' to cast a spell on an on-going battle... or time their arrival with the battle.)
2b. Perhaps these spells can be prepared before hand, so that it doesn't favor the more active player too much... 
Commanders have limited spell slots/cast conditions. 
With limited conditions like... 'if enemy majority is sword, use Tenaril's Rust'  Debilitates sword weaponry, -% for opponents swords for X turns.  (Does not apply to reinforcements)
Even a spell to allow the commander to reflect 1 debuff and/or steal a bonus off of the enemy in reaction.  (Would take more spell slots or something.)
Also, add a after X turn condition.   >.>  Especially when you expect reinforcements of your own or enemy reinforcements.

3. 'Diplomats' assigned to the army and/or incoming as support from other players.
3a. Scouts, if you have more can enhance the terrain effects in your favor.  (Scouts tell the commanders what the best spots to fight on.) [Bound to be losses as they get caught.]
3b. Spies, increases command efficiency(Divisional Soldier Bonus) of the commander.  (Spies give reports on the enemy movements, plans and troop make-up.) [Bound to be losses as they get caught.]
3c. Thieves, either assigned to 'steal' stuff from enemies, lowering their battle efficiency -or- defends your camp from getting stolen from.  [Bound to be losses as they get caught or fight each other off.]
3d. Assassins, either assigned to try to specifically kill enemy diplomats, wounding/killing the commanders, or defending the camp from that happening. [Bound to be losses as they get caught or fight each other off.]
A 'wounded' commander would not fight(no 'hero' bonus), but still be able to give command bonus.
A dead commander is just dead, no more bonus.  [Very low chance to happen?  Or at least commander needs to be at really low health and 'wounded' first for this to happen.]

3e. Saboteurs, blows stuff up, chance of 'killing' some enemy troops, lower chance of backfiring on yourself, nothing happening, or just blowing themselves up.

Yes, more is still better, but, now, players that specialize in stuff other then military can now contribute.  Heavily.

My biggest issue with this game is the battles, being as it is, 'win it or lose it all' in an instant and that defenders can stack in their favor for an all in-one-overwhelming force, while attackers from multiple players have to trickle in one by one.  (Though the game at least balances it to favor attackers.)
The only way to have mass battles of this sort is siege...  Though.... siege could be a long on-going battle with this change...

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Direct Link To This Post Posted: 26 Sep 2010 at 11:30
Making same amount of casualty on both side like you show us in your exemple doesn't satisfy me. A very large army won't lose as much as the enemie armie if this enemie army is much smaller. thats just common sense. Not only will the percentage be smaller, but the numbers will be smaller too.

on a different subject, maybe once pathfinding comes into play, we can make the [tiles the army crossed just before reaching the occupied tile] to intervein in the battle outcome with a small bonus if for exemple, archers come from the forest to the plain, or if cavalry gallop down a slope from a hill toward a plain.

(i put the brakets so as to avoid ambiguity concerning the subjet of last sentence.)


Edited by bartimeus - 26 Sep 2010 at 11:32
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col0005 View Drop Down
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Direct Link To This Post Posted: 26 Sep 2010 at 10:46

sort of.... it's more that half way through a battle the smaller player will have lost 50% troops where as the larger player will have lost perhaps a simmilar number, but a much smaller percentage of their total force. Say 100 Vs 50 to 80Vs 30 (same change in numbers much greater difference in percentage)

Given this it may be a lot simpler just to introduce rounds where a battle3 lasts a specific number of rounds depending on terrarin, troop type and numbers. This would mean that a re-calculation would occur regardless of re-inforcments being recieved or not. (Yes I do realise there has been a post on exactly this topic)
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Direct Link To This Post Posted: 26 Sep 2010 at 08:58
I think thats because the casualty calculation doesn't take into account that most of P1 casualty are made at the beginning when P2 still has most of its troops.

Thats a very good point you brought up col0005.
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Direct Link To This Post Posted: 26 Sep 2010 at 08:29
Actually I think what I was saying has been completely mis-interpreted. What I was saying is that if P2 is the smaller player and gets re-inforced by a VERY small force then P1 will recieve less casualties.
Ie initial calculation
P1 has 100 troops  P2 has 50 troops   end result is P1 75 troops P2 has 0 ie P1 has 25 casualties.
However P2 recieves a re-inforcment of 2 half way through so troop size is now P1 87.5 
P2 25+2=27
P1 is now 3 times larger than P2 so final outcome may be 80 0 dispite the fact that the re-inforcments were for the smaller player.
 
My point is that the act of interupting a battle and re-calculating the result will in itself reduce casulaties for P1 (the larger player) as the larger player will outnumber the smaller player by a greater percentage halfway through a battle than at the begninning.
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Direct Link To This Post Posted: 26 Sep 2010 at 07:25

These are good points Smile
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Direct Link To This Post Posted: 26 Sep 2010 at 07:09
Originally posted by Mandarins31 Mandarins31 wrote:


1)  to be more realistic an army may not flee instantaneously, it may have a certain amount of loses by trying to flee... for exemple, we can imagine that when occuppying time is ended or when a messenger arrives, it put the army in raid mode.

Perhaps it would be sufficient that messenger travel time still delays withdrawal.  Otherwise, adding a relatively small delay with continued losses (at rates altered by yet another recalculation from the latest change) should suffice.  Presumably the person recalling troops is losing and will lose troops even faster but for a shorter period, thus saving troops overall but at the cost of reduced killing effectiveness.

Originally posted by wrote:


2) we may consider if it would be judicious to add an option when you are occupying a square. I think about order to this occupying army either to flee if it is underattacked either to defend against any attacks... either to flee only if the attacking army is bigger.

It sounds like you want more fine-grained stratagem options, in which case I think that could already be added as a separate feature with or without non-instantaneous battles, and it's an idea worth considering (at least in my opinion).  In the mean time, just having the option to personally react by sending messengers is an increase in human interactivity thanks to having options where before there were only reports of foregone conclusions.

Originally posted by Mandarins31 Mandarins31 wrote:


Finally what about assassins? For you would they be able to enter a battle what stays on a square? and if yes what would happen if a division lose its commender, or if the army lost all its commenders.

I don't think diplomatic options against battles should be implemented until diplomatic options against occupations are implemented.  The issues and features required to resolve them are virtually identical for both.  The latter is already on the dev list, I believe.

Originally posted by Mandarins31 Mandarins31 wrote:


For you what would happen if more than 1 army (each one owned by a different player) are trying to occupy the square as they are all ennemy/neutral with both players that initiate the battle?... tricky

Originally posted by HonoredMule HonoredMule wrote:


...the following exceptions:

...


 - An army arrives that is enemy/neutral of both sides and set to occupy.  The army waits for existing battle to complete (at least until occupation duration expires) and fights the winner if the winner stays.  During this time, another player sending to occupy that is enemy of all will battle the waiting 3rd party.  This final exception could get complicated and therefore be excluded, but could add considerable excitement if included.

As I said, this could get very complicated.  But ideally, I think (and that's an uncertain thought) that anyone trying to hold the square should get a chance to fight for it.  It might be good enough to pigeonhole everyone into a round-robin affair, where 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.


Edited by HonoredMule - 26 Sep 2010 at 07:17
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