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Curious: Why are battles resolved instantly?

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Topic: Curious: Why are battles resolved instantly?
Posted By: Hadus
Subject: Curious: Why are battles resolved instantly?
Date Posted: 03 Jan 2013 at 20:47
This isn't so much a suggestion as a question, since imagine this was discussed countless times back before I joined, but why don't battles require time to resolve? Wouldn't giants clashes of 10,000 or more troops take longer than small skirmishes? And having battles take time would allow for reinforcements to be sent to aid in holding a spot, assaulting a city, etc.

Just wondering what benefits instant resolutions have. Sometimes I'm underwhelmed when I send out troops and POOF! Win or lose.


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Replies:
Posted By: geofrey
Date Posted: 03 Jan 2013 at 20:58
hmmm this brings up all kinds of really good points and suggestions. 

If battle length was determined by the odds of the troops, we get a much more interesting combat calculator. 

I'd suggest if implimented the combat length calculator be based on 2 things. Max # of troops, and ratio of troops. 

With the right number of troops, someone could create a battle against a much larger enemy and have their allies join the battle midway through to shift the battle in their favor. This seems like a great concept to advance military tactics without altering the current combat mechanics. 

The full potential would be that the first army to attack an encampment/city would not have to suffer 100% casualties every time.  They first army to attack would begin combat, and they would begin loosing troops much faster than the defenders. While combat is still going on additional troops could join forces. 

This seems to heavily favor attackers instead of defenders, so defensive reinforcements midbattle would have to receive additional buffs to compensate. But I think it could be a fun addition to the game. 

Max time for battle resolution would have to be like 2 hours or something. to prevent these things from lasting forever. 




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Posted By: Hadus
Date Posted: 03 Jan 2013 at 21:30
Originally posted by geofrey geofrey wrote:

hmmm this brings up all kinds of really good points and suggestions. 

If battle length was determined by the odds of the troops, we get a much more interesting combat calculator. 

I'd suggest if implimented the combat length calculator be based on 2 things. Max # of troops, and ratio of troops. 

With the right number of troops, someone could create a battle against a much larger enemy and have their allies join the battle midway through to shift the battle in their favor. This seems like a great concept to advance military tactics without altering the current combat mechanics. 

The full potential would be that the first army to attack an encampment/city would not have to suffer 100% casualties every time.  They first army to attack would begin combat, and they would begin loosing troops much faster than the defenders. While combat is still going on additional troops could join forces. 

This seems to heavily favor attackers instead of defenders, so defensive reinforcements midbattle would have to receive additional buffs to compensate. But I think it could be a fun addition to the game. 

Max time for battle resolution would have to be like 2 hours or something. to prevent these things from lasting forever. 




Oh! I figured I'd be beating a dead horse, glad to see someone likes the idea too.

I especially like what you pointed out about the first army not needed to receive full casualties. And our time calculator sounds about right. I would also suggest that the unit type should come into play; a horde of charging cavalry is going to kill and be killed faster than an assault by archers imposing a battle of attrition.

Also consider this possibility: if battles take time, scouts and assassins can be sent into the battle as it goes on to turn the tides, and messengers can be send to call for retreat. For this reason, I would suggest a time cap of about 12 hours (for a VERY even match between GIANT armies), just to give players time to actually get their reinforcements there. And battles against NPC animals could take far shorter than that, considering wild beasts generally don't have much of a strategy.


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Posted By: Rorgash
Date Posted: 03 Jan 2013 at 21:37
Im not supposed to give names to other games here as its against the rules, but there is one such browser game, most of the game was bad but the combat was quite nice, it took time, up to days if the armies was big enough. breaking the fight up into rounds. So it is very possible to have it in a browser game, but seeing the amount of people here fighting maybe the servers here cant handle it.

It would be the most awesome upgrades to the game since i started playing 2 years ago. 

if you wanna know the name of the game pm and i will tell you.


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Posted By: GM Luna
Date Posted: 03 Jan 2013 at 22:43
There is no such rule against naming other games or even *gasp* comparing Illy to other games on the forums. No need to be secretive. ;)

Luna


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GM Luna | Illyriad Community Manager | community@illyriad.co.uk



Posted By: Rorgash
Date Posted: 03 Jan 2013 at 22:51
ok cool i got some slapping in the past, maybe it was because of a link..

oh well ikariam is the name. might be worth checking into for the devs aswell, to see how they made it and maybe see if its possible for Illyriad aswell to have a more impressive combat system. it sure kept people at the screen checking in to see how the battle was going :)


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Posted By: abstractdream
Date Posted: 03 Jan 2013 at 23:24
I like this idea.

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Bonfyr Verboo


Posted By: Loud Whispers
Date Posted: 04 Jan 2013 at 00:47
Originally posted by geofrey geofrey wrote:

Max time for battle resolution would have to be like 2 hours or something. to prevent these things from lasting forever.
Massive lines of attackers encamped on opposing sides, entire fields full of armies... And after a day, nothing. Illyriad would have devastating combat that would diversify conventional Illy war to more than just siege and sit.
Not much incentive to fight these pitched battles though, I suppose many gentleman's agreements would have to be made to see two large armies clashing against each other :P


Posted By: Rorgash
Date Posted: 04 Jan 2013 at 00:49
not after pathfinding, and killing enemy armies so that they cant break sieges or defend siege camps on your own terms would be great, also can only be done once we have pathfinding. 

also i would want the battles to last much over 2 hours if the armies are in the size of 30k vs 30k or around those. also with reinforcements these numbers can grow which extends the time even more.


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Posted By: Anjire
Date Posted: 04 Jan 2013 at 00:59
http://forum.illyriad.co.uk/noninstantaneous-battles_topic1066.html" rel="nofollow - http://forum.illyriad.co.uk/noninstantaneous-battles_topic1066.html




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http://elgea.illyriad.co.uk/a/p/26125" rel="nofollow">


Posted By: Arctic55
Date Posted: 04 Jan 2013 at 16:42
Originally posted by Rorgash Rorgash wrote:

ok cool i got some slapping in the past, maybe it was because of a link..

oh well ikariam is the name. might be worth checking into for the devs aswell, to see how they made it and maybe see if its possible for Illyriad aswell to have a more impressive combat system. it sure kept people at the screen checking in to see how the battle was going :)


NONONONONONONONONONO!!!!!!!!!!!    People in that game were so selfish. I waited for weeks, played for months. I was bored as soon as I started. NOBODY would help me, they just sat there and sometimes attacked me for trying to send them igms asking questions and requesting to join their alliance. I'm sorry, but if the devs make this like Ikariam... I don't know what I would do. I hate Ikariam for being full of bullys and selfish pigs. I couldn't build anything because I needed help. But instead of helping me, they raided me. I had to build an arm from the start. I HATE that type of atmoisphire. I SAY NAY!!!!!!!!!!!! DEVS, I BEG YOU, DON'T MAKE THIS GAME LIKE IKARIAM!!!!


Posted By: Rorgash
Date Posted: 04 Jan 2013 at 17:26
-.- I take it you didnt bother to read anything on this topic not even the title...


please learn to read then come back to the forum.


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Posted By: Darkwords
Date Posted: 04 Jan 2013 at 17:29
Introducing a similar system would hardly make this game like Ikariam, however I would be against it simply because it would take what little instantainious events we have in this game away.

However, perhaps the seige system could be changed to reflect such battles.  Changing npc battle to such a thing would cause a nightmare for anyone that harvests anatomies after all.


Posted By: Rorgash
Date Posted: 04 Jan 2013 at 17:35
this is for player battles not animal slaughter i would think

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Posted By: Bonaparta
Date Posted: 04 Jan 2013 at 18:44
If bombardment happens every hour, why couldn't combat rounds also happen every hour? I think that server could handle it...

Farming NPCs shouldn't be a problem, if you would send overwhelming army poor animals would loose in the first round. But for large more even sided battles many rounds sure sounds more fun and more strategy. Multiple attackers would join in the next combat round to form a larger army... 

50 well coordinated small players could kill big defending army and each would share the troop losses. In current combat system 50 small players can kill large defending army, but many of attackers loose their entire armies and commanders. Using commanders with more hit points would also make more sense in round based combat system. Messengers could also be used to retrieve attacking army before next combat round...


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Posted By: geofrey
Date Posted: 04 Jan 2013 at 18:46
Originally posted by Bonaparta Bonaparta wrote:

If bombardment happens every hour, why couldn't combat rounds also happen every hour? I think that server could handle it...

Farming NPCs shouldn't be a problem, if you would send overwhelming army poor animals would loose in the first round. But for large more even sided battles many rounds sure sounds more fun and more strategy. Multiple attackers would join in the next combat round to form a larger army... 

50 well coordinated small players could kill big defending army and each would share the troop losses. In current combat system 50 small players can kill large defending army, but many of attackers loose their entire armies and commanders. Using commanders with more hit points would also make more sense in round based combat system. Messengers could also be used to retrieve attacking army before next combat round...

Great suggestions. 


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Posted By: Hadus
Date Posted: 04 Jan 2013 at 19:07
I'd just like to add that the devs could (presumably easily) add a limiting factor for NPC combat so that a battle against 1000 animals would take far shorter than the same battle versus player troops.

I wonder how this would affect blockades? It would be interesting if you could send an army out to attack a blockade as a "distractions" weakening that particular blockade by a __% factor while they try to fend off the attacking force.

Same for occupying squares: would an attacking force have to defeat EVERY defender to claim control of the square, or would it be based on number of troops still standing?

And a third, awesome thing: since you could send reinforcements and scout battles midway, hosting awesome tournaments becomes SO much more strategic and exciting!


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Posted By: Arctic55
Date Posted: 11 Jan 2013 at 00:40
Originally posted by Rorgash Rorgash wrote:

-.- I take it you didnt bother to read anything on this topic not even the title...


please learn to read then come back to the forum.


I did read the title and the forum. The name of THAT game just makes me so angry from my experience there.

And any new machanics for time taking battles would take alot of work. I don't know, the devs are already working on so much, and the battles taking time to resolve would add so much complications. I sometimes send my troops out to fight a camped army and have them back in time to counter another. If the battles were not instant, the calculations would be all mixed up.

All I am saying is that you might want to consider the bad side to making the battles take time.


Posted By: Hiei
Date Posted: 12 Jan 2013 at 08:17
Hey very nice idea, but there must be some sort of a thing were people can not reinforce or something, it would be too easy to break up a fight. Clap


Posted By: Mandarins31
Date Posted: 12 Jan 2013 at 10:08
This non-instantaneous battle idea have been well discussed already in the topic Anjire gave a link to. 
Would be quite an ineresting improvement... but as battles take time, it brings a real issue imo: it's about diplomatic relations between amies. Imagine player A defends a spot with large armies, Player B who has no Diplo relations with A can attack him. Player C is in Confed/NAP with A and B but decides to help A defend for exemple... here there's an issue because with current diplo mechanics, he can help none.

If Devs are willing to make some PVP battles non-instantaneous, the diplomatic relations system should be first reworked to avoid incoherences. Like someone in a goup of confeds can't be as well in NAP/Confed with an enemy his group is at war with. Currently, to take the exemple of the current war, any Consone alliance could be confed with H? or Dlords while still confed with the rest of Consone.

In the interaction exemple i gave, it's a hard case as B has no relations with A, and C is Confed with A and B. As B attacked A one solution would be to automatically change diplo status of B with C from confed to without relation or War. Same way, C could have an option to chose to defend A or to attack A, which would be seen as a betrail for B or A and change his diplo status automatically. 

Though, this means 1 player would make his whole alliance change automatically diplomatic status with an other alliance, if he supports one or the other side. And here it's an exemple with 3 players from 3 different alliances... sounds like a nightmare if more alliances with various diplo relations fight on a same spot.


An other idea though, would be to let alliances change their diplo status first, before being able to do anything. In my exemple, alliance of player C could first manually change its relation with B from Confed to War/no-relation in order to let player C help player A. But here the interaction exemple is just between 3 alliances... how does it work between more alliances battling on a same spot, and with various diplo intereactions?

I personnally think non-instantaneous battles would need to first re-view the current diplomatic relations system (which has to be re-viewed anyway, imo), it wouldn't work with the current one.





Posted By: Darkwords
Date Posted: 12 Jan 2013 at 11:42
A problem I could see with such a system, imagine Player A sends a large force as a blockade against an ooponent in a war (that being Player B), then Player B sends his troops out to destroy the blockade.  Therefore Player B has little or no troops left in his city.

So then all Player A's friends send their troops in to ransack the city.

Due to the time factor, I imagine the entire combat system would need reconfiguring, ie a battle against a city would need to involve all attacks, ie every seige blockade and reinforcement sent against it just to make city defence possible.

It is not a bad idea par-say but I would rather see the upgrades already in planning worked on than this.



Posted By: Llyr
Date Posted: 12 Jan 2013 at 14:09
Having battles drag on like that would make the game unplayable for anyone who has a real life to lead. It's fine for those who can sit in front of their computer playing games all day, but not so good for the rest of us.

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Posted By: Hadus
Date Posted: 12 Jan 2013 at 16:43
Originally posted by Mandarins31 Mandarins31 wrote:

This non-instantaneous battle idea have been well discussed already in the topic Anjire gave a link to. 
Would be quite an ineresting improvement... but as battles take time, it brings a real issue imo: it's about diplomatic relations between amies. Imagine player A defends a spot with large armies, Player B who has no Diplo relations with A can attack him. Player C is in Confed/NAP with A and B but decides to help A defend for exemple... here there's an issue because with current diplo mechanics, he can help none.

If Devs are willing to make some PVP battles non-instantaneous, the diplomatic relations system should be first reworked to avoid incoherences. Like someone in a goup of confeds can't be as well in NAP/Confed with an enemy his group is at war with. Currently, to take the exemple of the current war, any Consone alliance could be confed with H? or Dlords while still confed with the rest of Consone.

In the interaction exemple i gave, it's a hard case as B has no relations with A, and C is Confed with A and B. As B attacked A one solution would be to automatically change diplo status of B with C from confed to without relation or War. Same way, C could have an option to chose to defend A or to attack A, which would be seen as a betrail for B or A and change his diplo status automatically. 

Though, this means 1 player would make his whole alliance change automatically diplomatic status with an other alliance, if he supports one or the other side. And here it's an exemple with 3 players from 3 different alliances... sounds like a nightmare if more alliances with various diplo relations fight on a same spot.


An other idea though, would be to let alliances change their diplo status first, before being able to do anything. In my exemple, alliance of player C could first manually change its relation with B from Confed to War/no-relation in order to let player C help player A. But here the interaction exemple is just between 3 alliances... how does it work between more alliances battling on a same spot, and with various diplo intereactions?

I personnally think non-instantaneous battles would need to first re-view the current diplomatic relations system (which has to be re-viewed anyway, imo), it wouldn't work with the current one.


That's a very valid point. But then again, if an alliance is NAP/confed with both of two warring parties, should they really be choosing sides before severing one of their ties? I think your suggestion--that alliances should have to manually cancel one of the NAPs or Confeds before supporting either side, is a good one.

Thanks for bringing this up though, it probably deserves it's own discussion too.

Originally posted by Darkwords Darkwords wrote:

A problem I could see with such a system, imagine Player A sends a large force as a blockade against an ooponent in a war (that being Player B), then Player B sends his troops out to destroy the blockade.  Therefore Player B has little or no troops left in his city.

So then all Player A's friends send their troops in to ransack the city.

Due to the time factor, I imagine the entire combat system would need reconfiguring, ie a battle against a city would need to involve all attacks, ie every seige blockade and reinforcement sent against it just to make city defence possible.

It is not a bad idea par-say but I would rather see the upgrades already in planning worked on than this.


Well, for your blockade example, isn't this how it SHOULD work? It sounds like Player A is employing an effective bait strategy utilizing timed battles. Assuming the fight is fair, Player B should have friends too, who can send their armies to defend Player B's city while the home city armies attack the blockade (or reverse the roles and have Player B's friends attack the blockade).

Originally posted by Llyr Llyr wrote:

Having battles drag on like that would make the game unplayable for anyone who has a real life to lead. It's fine for those who can sit in front of their computer playing games all day, but not so good for the rest of us.


I can't imagine battles taking any longer than the days-long sieges that already occur. The only time I could see this being an issue is during war, and I think we have all seen from recent events that war is indeed a very time-consuming process.

As an anecdotal note, I rarely spend even an hour a day total on Illyriad (and when I do it's usually because I'm chatting on GC or AC), and I don't see battles taking time to be a problem.


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Posted By: Loud Whispers
Date Posted: 13 Jan 2013 at 10:18
Originally posted by Hadus Hadus wrote:

Well, for your blockade example, isn't this how it SHOULD work?
Player B wouldn't even need allies - a token force could be left behind, not meant to win battles, but to hold off attacks until the relief force returns home. This would be possible with long battles.


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Posted By: Hora
Date Posted: 13 Jan 2013 at 11:08
Originally posted by Llyr Llyr wrote:

Having battles drag on like that would make the game unplayable for anyone who has a real life to lead. It's fine for those who can sit in front of their computer playing games all day, but not so good for the rest of us.

I don't think it would be more time consuming, if you aren't able to send commands to a fight in progress.
But it would alter strategies of timing armies, i.e. when to send them.
And it would make sieges easier (and far more realistic) to break. It has been a major lack in combat, for defenders ganging up, while attackers can't...


Posted By: Loud Whispers
Date Posted: 13 Jan 2013 at 13:58
Originally posted by Hora Hora wrote:

It has been a major lack in combat, for defenders ganging up, while attackers can't...
9 squares around a city where sieges can be placed. Nine :P


Posted By: Hadus
Date Posted: 13 Jan 2013 at 15:52
Originally posted by Loud Whispers Loud Whispers wrote:

Originally posted by Hora Hora wrote:

It has been a major lack in combat, for defenders ganging up, while attackers can't...
9 squares around a city where sieges can be placed. Nine :P


I think Hora meant the defenders as the troops defending a siege, and the attackers being the force trying to break the siege.

But I'm not sure...


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Posted By: Rill
Date Posted: 13 Jan 2013 at 19:07
Nine?   really?

I've only ever seen eight.


Posted By: Hadus
Date Posted: 13 Jan 2013 at 20:08
Originally posted by Rill Rill wrote:

Nine?   really?

I've only ever seen eight.


You've never seen an underground siege before?


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Posted By: abstractdream
Date Posted: 13 Jan 2013 at 20:09
Originally posted by Rill Rill wrote:

Nine?   really?

I've only ever seen eight.

Siege by air, maybe?

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Bonfyr Verboo


Posted By: Anjire
Date Posted: 13 Jan 2013 at 20:16
I think each army would also have a zone of control.  I'd think sov claims would also exert the same such zone of control slowing or negating the ability to sneak a force in behind say a sally forth.  Additionally, I'd think if you were sending your forces out from behind your walls you should be able to set a time limit on how long your forces would remain in combat.  




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http://elgea.illyriad.co.uk/a/p/26125" rel="nofollow">


Posted By: Loud Whispers
Date Posted: 14 Jan 2013 at 13:01
Originally posted by Rill Rill wrote:

Nine?   really?

I've only ever seen eight.

Late night brain, it fails me good.


Posted By: Janosch
Date Posted: 14 Jan 2013 at 16:33

Great idea. The terrain and attackers movement speed should/could also influence battle length. Heavy infantry storming a mountain vs. cavalry on plains...

This would even allow different sorts of rounds like manoeuvre, ranged attacks, cavalry attack and close combat. But that would be a larger project with much more influence on tactics, I suppose.



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Posted By: Bomshanka
Date Posted: 18 Jan 2013 at 02:48
I agree completely that non-instantaneous battles would add alot to the potential strategy of the game. The duration can be debated, but limiting the duration to within a day could also add an even larger advantage to proximity of the field of battle.

To dream on further and add to what Janosch suggests about tactical options, one thing I would love to see in some far removed hypothetical update was the possibility of setting formations for your armies. 

Imagine a grid resembling the battle field: You could place speartroops in the front if you expect to be met with cavalry, have units of cavalry placed on the far sides of the field, ordered to use flanking manouvres ect. All this would ofcourse be set before sending the army off to battle. This would not only allow tactical minds to battle out in a whole new way, testing wits with opponents on the best army formations, but also create an incitement for using mixed troop armies.
As it is now, the only sound strategy is to focus on one troop type per city and churn out as many as possible. An army comprising only archers is hardly realistic, even though I fully accept that realism is not the key in a game like this :)

I know this is far fetched and not likely to ever be implemented, but just think of the possibilities!


Posted By: twilights
Date Posted: 18 Jan 2013 at 03:37
the game nap had battle map like this, the trouble was it was limited and mainly against ai npc, soon the players figured out how to manipulate it to their favor, in this game i cant figure out the order of engagement of troops and thats probably for the best but the sad thing is right now volume beats quality and i am using this for advantage



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