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HonoredMule
Postmaster General
Joined: 05 Mar 2010
Location: Canada
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Points: 1650
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Posted: 26 Sep 2010 at 06:55 |
This: "Multiple occupies stack and wait." is a heavily loaded sentence. Stack with whom and against whom and in what order? In this and other statements there are way too many variables and combinations to properly support all the possibilities in code--at least in a way that makes sense and can be understood by participants. Is it reasonable that other attackers sit around and pick off the winner--and then get picked off by the next in line themselves? How do waiting late Nth party arrivals team up with their allies, or do they at all? It's easy for us to throw around these loosely-defined ideas, but chewing all that fat down to actual code-level rules is quite a meal indeed, and one that will include details that will doubtlessly be hotly contested after release.
Also, what col was saying Battle starts 50 v 100 (P1 has 50% of P2 troops) Battle interrupted halway. P2 reinforces 2 troops Battle starts 25 v 85 P2 initially had 100% more troops, now has 240% more troops. P2 won't lose 20 troops. P2 just abused the system, no? |
Maybe this should be mitigated somewhat, but did P2 abuse the system, or just outflank and surround a smaller foe? It would appear to me to still be (close to) a reasonable reward for actively directing either a brilliantly-planned strategy or a very lucky happenstance. I had a big spiel discussing this point, but removed it as a pointless rant. This is a matter that would need to be explored in code and simulation rather than speculation.
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Mandarins31
Forum Warrior
Joined: 05 Jun 2010
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Points: 418
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Posted: 26 Sep 2010 at 06:14 |
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HM, your ideas are interesting regarding the excitement of a battle. And we must consider that would be useful for fighting Factions as we could reinforce an attacking ally/NAP member.
More, this is intersting because we could have big battles bettween 2 sides without doing any siege and risk to demolish/destroy a city.
And this is important to precise with that idea you are creating a flee option with messengers. For me there are some things to think about this subject:
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.
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.
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.
Edited by Mandarins31 - 26 Sep 2010 at 07:01
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xilla
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Joined: 24 Apr 2010
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Points: 36
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Posted: 26 Sep 2010 at 05:50 |
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I think you are making a meal out of it. If a party is on a square he is the defender, then strategems:
Attack attacks the initial party, assists the attacker Reinforce assists the defender This makes it possible for neutral friends to assist their chosen sides as desired without the need to ally/NAP. If you are allied with the opposing army you bounce.
Occupy becomes hostile to both parties if neutral, waits and attacks the winner of the battle (winner becomes the new defender). If ally/NAP then Reinforce. Multiple occupies stack and wait. If next occupier is allied to any reinforcing army but warring with another, bounce.
Raid is a quick attack that instantaneously wears the opposition. Being instantaneous it would revitalise it and make it useable again. Raiding a battle: If you are not already involved and are neutral/enemy, you wear down both parties. If already involved, obviously raiding army raids opposition
I like the idea. It makes battles more engaging and adds to the fun.
Also, what col was saying Battle starts 50 v 100 (P1 has 50% of P2 troops) Battle allowed to resolve results in 50 v 35 killed. Battle interrupted halway. P2 reinforces 2 troops Battle starts 25 v 85 P2 initially had 100% more troops, now has 240% more troops. P2 won't lose 20 troops. P2 just abused the system, no?
(Why wont P2 lose 20 troops- in the first battle P2 killed 43% more troops than s/he lost. If P2 lost 20 troops it would result in P2 killing only 25% more troops than lost despite having a 240% advantage on the opposition as opposed to 100% advantage.)
Edited by xilla - 26 Sep 2010 at 06:18
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HonoredMule
Postmaster General
Joined: 05 Mar 2010
Location: Canada
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Points: 1650
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Posted: 26 Sep 2010 at 05:04 |
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I suppose it's also noteworthy that a decision would have to be made as to whether a party was considered attacker or defender (important for determining their battle effectiveness relative to their unique stats). As I see it, there's two reasonable ways it could be handled:
1) Anyone present before a battle starts is a defender (like now), and anyone initiating battle or arriving after it begins is an attacker (regardless of who's side they take).
2) Anyone present before a battle starts is a defender (like now), and whoever sides with the defender after battle begins is also a defender. The other side's participants are all attackers regardless of when they arrive (thought it's obviously after the first defender).
Which is better isn't nearly so clear-cut as what I've discussed so far. #2 is probably simpler/more compatible with existing battle resolution code (handling terrain modifiers etc.) and also more equitable, but I haven't fully thought it through yet.
Edited by HonoredMule - 26 Sep 2010 at 05:36
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HonoredMule
Postmaster General
Joined: 05 Mar 2010
Location: Canada
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Posted: 26 Sep 2010 at 04:56 |
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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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some random guy
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Joined: 26 Aug 2010
Location: saturn
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Points: 378
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Posted: 26 Sep 2010 at 04:41 |
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this idea needs to have a bit more refinement, as all good ideas do. for instance, if two armies begin an engagement and a third party wanted to reinforce one of the original combatants, how would the third army know what to do?
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Soon, very soon, my name will become synonymous with chicken alfredo.... mmm.... chicken alfredo....
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HonoredMule
Postmaster General
Joined: 05 Mar 2010
Location: Canada
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Posted: 26 Sep 2010 at 04:21 |
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(all numbers presented as theoretical units with equal attack and defense as all others)
col, the outcome of a 50 vs 100 battle under the new system would be exactly the same as under the current one. If the 50 were reinforced by another 50 half-way through, then the losses on both sides for the original parties would be cut in half and a new calculation would occur based on the survivors of both sides plus the extra 50 units. So if the original outcome was 0 and 65 (losses of all and 35), then the halfway losses are 25 and 17 for a remainder of 25 vs 83. Add in the reinforcements and the new outcome is based on starting troop count of 25+50=75 vs 83, which is almost balanced (90.4% of the 83).
However you look at it, the new outcome is nothing but favorable to the smaller party compared to how it was before. Instantaneous battle would resolve 50 vs 100 leaving 0 and 65 when the next 50 arrives for a new clash of 50 vs 65 (76.9% of the 65). And if both attacks had landed at the same time, the battle would effectively be 50+50=100 vs 100 for a perfectly even match. If you can't be bothered to well-coordinate and tightly time attacks, you shouldn't enjoy the full benefit of attack stacking anyway.
Note also that integer rounding always favors the smaller party, and there would be several such occurrences when multiple events each trigger re-calculation of the outcome and apply percent-completion-based scaled losses.
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TGE
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Joined: 21 Jul 2010
Location: USA
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Points: 30
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Posted: 26 Sep 2010 at 03:30 |
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I think this is a great idea because of all the new tactics it could allow. For example, if army 1 attacks army 2 from the west, then the owner of army 1 might be able to send another attack to the same point, but from the east (Using the not yet implemented rally points maybe?). This flanking could give a % attack bonus to the flankers, or maybe even scale the bonus with speed, which would make a lot of sense in my mind. This is just one of the many possibilities.
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Comic Sans started global warming
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col0005
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Joined: 20 Apr 2010
Location: Australia
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Points: 238
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Posted: 26 Sep 2010 at 02:02 |
actually I just realised that you mechanism is perhaps a little too simple as a re-calculated battle is very much in the favour of the larger side. Eg a battle interupted at 50% time by 1 unit and commander on the smaller players side.
Lets say p1 (100 troops) V.s. p2 (50 troops) with 25 %casualties for P1
so at 50% completion P1 has 87.5 troops P2 has 25 +2 (re-inforcments)
As you can see halfway through the battle P1 has gone from being twice the size of P2 to being more than 3 times the size.
Therefore even though P2 recieved the re-inforcments this system actually hurt P2.
Therefore the mathematics of a balanced system is actually a lot more complex than it seems on the surface.
I know this example is messy but I have to go to work. Let me know if I need to make things clearer.
Basically what I'm trying to say is that a larger force will recieve a smaller percentage loss of troops. Therefore as the battle progresses the smaller side will become more and more outnumbered meaning that a re-calculation will change from say 100 vs 50 (X2) to 90 V.s 30 (X3).
Edited by col0005 - 26 Sep 2010 at 02:10
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HonoredMule
Postmaster General
Joined: 05 Mar 2010
Location: Canada
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Posted: 26 Sep 2010 at 01:14 |
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Without being interrupted, the outcome would be exactly the same--it just takes longer to finish. However, you could use scouts to track progress even before you know the final outcome, and recall if you don't like how its turning out...or if close enough, send reinforcements. The basic behavior of battle and calculations that determine outcome would be unaltered, but making it span a non-instantaneous time frame and holding the participants there means that additional forces can participate in the same battle--yet only to the extent that said forces are present during that battle.
Balance would be altered somewhat given that (for example) two equal armies could attack an occupation matching their combined strength and the battle would be balanced instead of outnumbered 2/1 twice (provided the attackers arrive at the exact same time). Some additional territorial control is enjoyed as well; battles close to a participating player would be in that player's advantage as he can reinforce or withdraw quickly and the long-distance enemy cannot. But by far the greater difference would simply be that warfare becomes something that participants can observe over time. This is more about making the game interesting than fairness or even control. Battle conditions could actually change in response to additional (mostly pre-planned and executed/launched) actions. And instead of simply being told the final result, players would be told every time the course of battle is altered, having the opportunity to carry out further instructions. Players become much more involved/engaged spectators.
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In my opinion, live player-controlled battle is a drastically huge change from how browser-based games normally work and infeasible socially if not technically as well.
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