Military Tweeks
Printed From: Illyriad
Category: Miscellaneous
Forum Name: Suggestions & Game Enhancements
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URL: http://forum.illyriad.co.uk/forum_posts.asp?TID=4712
Printed Date: 17 Apr 2022 at 13:50 Software Version: Web Wiz Forums 12.03 - http://www.webwizforums.com
Topic: Military Tweeks
Posted By: Elmindra
Subject: Military Tweeks
Date Posted: 28 Jan 2013 at 19:38
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After experiencing a fair share of Illy combat, I do believe there are some fairly major flaws in combat.
First off, I think the terrain modifiers should be increased. I personally don't believe heavy cavalry should be able to kill a unit like archers on a large mountain with the effectiveness that they currently have, let alone spearmen. Instead of penalties and bonuses of 30%, maybe changing to 50% or more on the more extreme terrain (large mountain, heavy forest, buildings) and leaving the 30% for the minor versions (small mountain, light forest, large hills). As for cavalry on plains, I actually think they are fairly balanced at current numbers.
Not that I don't like heavy cavalry, it is just a shame that most players build nothing but T2 cavalry and archers. It would be nice to see a little more diversity, such as elves actually needing to invest into some infantry, or dwarves needing some spears to supplement their swords.
As for spearmen, I think the base training time on them needs some adjustment. When deciding whether to train spears or archers, the archers usually win because of the superior defense rating and that they train at the same speed. I know that a town can support more T2 spears than T2 archers based on gold per hour upkeep, but they can't produce an equivalent number in the same amount of time. I think a base training time of 7.2ph on the T2 spears, and 9ph on the T1 spears along with spears getting better terrain bonuses vs cavalry and such would actually make it a worthwhile decision.
There is a fair bit of situational readiness needed in Illy combat, but all to often the player with umpteen million T2 cav wins the day regardless of strategy.
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Replies:
Posted By: Darkwords
Date Posted: 28 Jan 2013 at 20:10
Considering that T2 cav have such useless def considering their maintenance and recruitment costs and are purely only good for attack troops I feel that things are still balanced. Strengthening every other troop whilst weakening cav would not help balance combat it would disbalance it.
However if T2 Cav were made more cheaply and had maintenance costs equal to archers and swords, then I could see that leveling combat a bit, however I think that making everything fair and even, only removes the need for strategy in a game.
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Posted By: Rill
Date Posted: 28 Jan 2013 at 20:15
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I thought having umpteen million t2 cav WAS a strategy?
I mean, not one I've tried, but it's a strategy.
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Posted By: geofrey
Date Posted: 28 Jan 2013 at 21:07
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An increase to crafted gear would be a more efficient way of balancing combat.
------------- http://elgea.illyriad.co.uk/a/p/45534" rel="nofollow">
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Posted By: DeathDealer89
Date Posted: 28 Jan 2013 at 21:54
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To late to change anything like what you are talking about.
That would be like changing the rules in the middle of a football game. Leave it as is, if you change it you will just get the people who liked it how it was complaining about why it was changed.
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Posted By: Elmindra
Date Posted: 28 Jan 2013 at 23:30
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I understand what you are saying Darkwords, but changing terrain bonuses does nothing to change the fact that cavalry are still horrible at defense. The problem in the game as I see it is there is very little reason to be diversified with all 4 troop types. An elf rarely makes spears since the Trueshot can be trained at the same speed and is an all around better defender. Since cavalry is still king on almost any terrain type other than buildings, it is still the primary offensive unit. Honestly, T2 spears should kill cavalry at a 1:1 ratio or better in mountains and forests. Swordsmen should be a better attack option than cavalry when attacking forests. Problem is that they are not. Most elves are pure trueshots with a few cav towns. This I see as a problem, because the units are neither balanced properly or powerful enough in certain circumstances.
And as for changing things, that is something that constantly happens in Illy. The game isn't the same since I joined, and I doubt it will be the same once the new magic update is implemented.
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Posted By: KillerPoodle
Date Posted: 29 Jan 2013 at 06:41
Improving Bows and Spears by reducing cav effectiveness would make sieges easier to prosecute which will make a whole section of the game's population throw up their hands in despair and threaten to quit.
Not saying it's a bad idea - just predicting the response.
------------- "This is a bad idea and we shouldn't do it." - endorsement by HM
"a little name-calling is a positive thing." - Rill
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Posted By: KillerPoodle
Date Posted: 29 Jan 2013 at 06:42
FWIW - making a small change to T2 spears so they produce a bit faster than bows would be about all you would need to do.
------------- "This is a bad idea and we shouldn't do it." - endorsement by HM
"a little name-calling is a positive thing." - Rill
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Posted By: Rill
Date Posted: 29 Jan 2013 at 08:25
KillerPoodle wrote:
Improving Bows and Spears by reducing cav effectiveness would make sieges easier to prosecute which will make a whole section of the game's population throw up their hands in despair and threaten to quit.
Not saying it's a bad idea - just predicting the response.
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Would be harder to break siege camps with cav. On the other hand, it would be harder to use cav to clear the city of troops, either to prevent sally forth or in preparation for storm to raze or capture.
Obviously it could change the outcome assuming the participants already had armies that favoured one or another type of troops, but given that people would account for this in planning their armies, I'm interested in hearing more about how this would specifically favor prosecuting sieges as opposed to defending against them. Keep in mind that I have limited experience with prosecuting sieges of active players or actively defending against siege, so I imagine there are many factors of which I am not aware.
It seems like this change would possibly change the relative weight of the importance of defending troops in a city vs. defending through attacking a siege camp. Right now it seems like by the time a city is stormed it is all but lost, and I guess questions raised by this thread include 1) what would it take to make this not be so? and 2) would that outcome be desirable in terms of game balance and overall fun factor?
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Posted By: ES2
Date Posted: 29 Jan 2013 at 13:59
Elmindra wrote:
I understand what you are saying Darkwords, but changing terrain bonuses does nothing to change the fact that cavalry are still horrible at defense. The problem in the game as I see it is there is very little reason to be diversified with all 4 troop types. An elf rarely makes spears since the Trueshot can be trained at the same speed and is an all around better defender. Since cavalry is still king on almost any terrain type other than buildings, it is still the primary offensive unit. Honestly, T2 spears should kill cavalry at a 1:1 ratio or better in mountains and forests. Swordsmen should be a better attack option than cavalry when attacking forests. Problem is that they are not. Most elves are pure trueshots with a few cav towns. This I see as a problem, because the units are neither balanced properly or powerful enough in certain circumstances.
And as for changing things, that is something that constantly happens in Illy. The game isn't the same since I joined, and I doubt it will be the same once the new magic update is implemented. |
This^^
Not much call to train the other unit types if the few such as Cavalry excel in nearly all fields.
------------- Eternal Fire
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Posted By: Anjire
Date Posted: 29 Jan 2013 at 14:28
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The biggest change I would like to see would love to see walls(at max level) provide double the current defense, both militarily and diplomatically: ~350% defense at level 20 to military units and diplomatic units. Abandoned/suspended accounts should have their walls decline over time (-1 level a day) or rendered non-existent.
------------- http://elgea.illyriad.co.uk/a/p/26125" rel="nofollow">
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Posted By: Elmindra
Date Posted: 29 Jan 2013 at 14:45
Rill wrote:
Would be harder to break siege camps with cav. On the other hand, it would be harder to use cav to clear the city of troops, either to prevent sally forth or in preparation for storm to raze or capture.
Obviously it could change the outcome assuming the participants already had armies that favoured one or another type of troops, but given that people would account for this in planning their armies, I'm interested in hearing more about how this would specifically favor prosecuting sieges as opposed to defending against them. Keep in mind that I have limited experience with prosecuting sieges of active players or actively defending against siege, so I imagine there are many factors of which I am not aware.
It seems like this change would possibly change the relative weight of the importance of defending troops in a city vs. defending through attacking a siege camp. Right now it seems like by the time a city is stormed it is all but lost, and I guess questions raised by this thread include 1) what would it take to make this not be so? and 2) would that outcome be desirable in terms of game balance and overall fun factor?
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I think it would only be harder to break siege camps with cav on certain terrain, as it honestly should be. You would see swords and possibly archers being used more as attacking armies under the right circumstances as well. I have no problem with cavalry getting a much higher defensive bonus on plains as well. After all, they should rule on plains and rightly so.
I also think Rill is in the right on this second point. As it stands, the best option to defend against a siege is to attack the siege camp and NOT reinforce the town. With a much better bonus behind the walls like Anjire made mention, it would change the strategy of sieges but they would make much more sense. I also do not believe 8k cavalry should be able to clear a town behind a lvl 20 wall of 20k archers like they can currently.
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Posted By: Albatross
Date Posted: 29 Jan 2013 at 16:23
Anjire wrote:
The biggest change I would like to see would love to see walls(at max level) provide double the current defense, both militarily and diplomatically: ~350% defense at level 20 to military units and diplomatic units. Abandoned/suspended accounts should have their walls decline over time (-1 level a day) or rendered non-existent. | I see your points. About the abandoned cities, I'd like to see them lose 30% population immediately (because the city is without its administrative and figurehead leader - the player - so people lose faith and leave) and a random building de-levelling every hour (due to reduced maintenance, disorganisation, and a general feeling of neglect). It would also make them less worthwhile and more difficult to siege, and give less time for theft (esp if the Warehouse declines). This would resemble an abandoned city.
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Posted By: DeathDealer89
Date Posted: 29 Jan 2013 at 17:24
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Or we could just have the cities disappear at the 90 day mark or so. Which is a little easier to keep track of than adding the new city falls apart mechanic.
And I agree that the current game mechanic makes cavalry the all around best unit on any terrain when attacking. But thats already set, if you add something to the game it should be along the lines of new terrain or perhaps units can build moats/spikes in the ground to boost defense against cav. But not something as simple as just changing the numbers so that cav are less effective. That would be unfair to the people who already built huge cav armies.
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Posted By: KillerPoodle
Date Posted: 29 Jan 2013 at 17:28
Rill wrote:
Would be harder to break siege camps with cav. On the other hand, it would be harder to use cav to clear the city of troops, either to prevent sally forth or in preparation for storm to raze or capture.
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The probable outcome is that one would just leave the siege in place (since it's harder to kill) until the city is at zero pop and then move on. The player being sieged gets to keep their research but has the grind of building from nothing again.
------------- "This is a bad idea and we shouldn't do it." - endorsement by HM
"a little name-calling is a positive thing." - Rill
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Posted By: belargyle
Date Posted: 29 Jan 2013 at 17:34
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Hehehe... I agree with much of what is written here on both sides of the fence.
What is odd to me however (from an RP standpoint - which in truth is one reason most pick the character they do) is that none of the races excel on a given terrain, but in fact excel at what would be, technically, the opposite terrain.. lol.
Ok.. here is my LONG standing rant.........
Examples: Dwarven Stalwarts (best infantry in the game) excel in the forests and not in the mountains or hills. (offensive)
Elven Longbowmen (best bowmen in the game) excel in the mountains, not the forest (defensive).
Don't get me wrong here either, in a practical sense, both should be good in either terrain, but since they born to and live in a particular natural environment, they would be 'better' due this fact, especially defending it. Even the game 'births', you so to speak, on certain tiles based on your race. But I mean heck, you wouldn't dare want to use a Stalwart in the mountains defending unless it was all you got left..
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I also agree that it is silly to have Cav as powerful as it is on EVERY terrain. Cav being as good as they currently are on mountain terrain is to my mind, silly. There should be some more logical bonuses and negatives regarding terrain.
I think they aught to introduce RACE Bonuses and more specifically toward the natural terrain. This could possibly help with some of the discontent and give a more natural balance.. somewhat :)
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But again, It is my LONG STANDING rant in the game.. you can go back to ignoring me again :)
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Posted By: Mandarins31
Date Posted: 29 Jan 2013 at 17:37
Elmindra wrote:
As for spearmen, I think the base training time on them needs some adjustment. When deciding whether to train spears or archers, the archers usually win because of the superior defense rating and that they train at the same speed. |
Agreed, also T2 orcish spearmen cost more in T2 equips than T2 elfish archers. So the choice betwen an Elf and an Orc is quicly done.
I saw speamen (mostly for Orcs) as weak but largely outnumbering soliers. Keeping their higher weapons costs (in the case of Orcs) but decreasing their production times would have more sense, and would create more balance Cav/spears, and give more disadvantage to CAv on forests or Mountains.
So +1
Side effect would be to motivate people to build more infantry to counter siege and such and to be more territorial as Inf is slower than cav, which would be a bit less used. Archers would be less produced as they fear more Inf than Cav on mountains. All Balanced http://fr.wikipedia.org/wiki/%E2%84%A2" rel="nofollow - ™
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Posted By: Bonaparta
Date Posted: 29 Jan 2013 at 17:55
Spearmen should train much faster for all the races and that would keep cavalry in check. Trueshots should cost 2 leather armour. Why are they the only t2 special unit that have reduced training cost? All other races must pay the same + 1 beer for their t2 special troops.
------------- http://elgea.illyriad.co.uk/a/p/95216" rel="nofollow">
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Posted By: Elmindra
Date Posted: 29 Jan 2013 at 17:58
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I hear you on the elf/dwarf thing Belargyle. It is completely opposite in my mind (Elf best in mountains, dwarves best in forests). That being said, I would be ok with keeping that the same if some of the discussed changes were made. At least you would see those other troops more useful than currently implemented.
As for changing things on the fly, get used to it because things change in Illy all the time. Magic is going to force people to completely change some of their established cities and no one will complain.
Leaving a siege in place and just reducing a town to 0 is an option, but what if a raze or capture attempt took all reinforcing troops along with it just like Sally Forth does? That to me would make perfect sense, and would be another good reason to have infantry as a viable troop type outside of dwarves.
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Posted By: Mandarins31
Date Posted: 29 Jan 2013 at 18:08
Elmindra wrote:
Leaving a siege in place and just reducing a town to 0 is an option, but what if a raze or capture attempt took all reinforcing troops along with it just like Sally Forth does? That to me would make perfect sense, and would be another good reason to have infantry as a viable troop type outside of dwarves. |
Non-sense. Infantry wont be more produced to attack cities, mostly with your "all attack in final assault" idea, as cities are made on plain: almost the only terrain to get 7 food tiles. (having 7 food mountains... is that an other idea for more balance?)
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Posted By: Bonaparta
Date Posted: 29 Jan 2013 at 18:21
Mandarins31 wrote:
Elmindra wrote:
Leaving a siege in place and just reducing a town to 0 is an option, but what if a raze or capture attempt took all reinforcing troops along with it just like Sally Forth does? That to me would make perfect sense, and would be another good reason to have infantry as a viable troop type outside of dwarves. |
Non-sense. Infantry wont be more produced to attack cities, mostly with your "all attack in final assault" idea, as cities are made on plain: almost the only terrain to get 7 food tiles. (having 7 food mountains... is that an other idea for more balance?)
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Cities could be buildings... that would give infantry some good use and would limit cavalry use for direct attacks greatly. Actually I imagine city as a group of buildings not plains that buildings are built on...
------------- http://elgea.illyriad.co.uk/a/p/95216" rel="nofollow">
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Posted By: Elmindra
Date Posted: 29 Jan 2013 at 18:22
Cities are considered buildings when razing or capturing, so yes this is perfectly fine. As for 7 food mountains, they are quite easily produced with a little knowhow and a free alt.
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Posted By: abstractdream
Date Posted: 29 Jan 2013 at 22:28
Elmindra wrote:
Magic is going to force people to completely change some of their established cities and no one will complain.
| Not a chance...lol
------------- Bonfyr Verboo
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Posted By: Darkwords
Date Posted: 29 Jan 2013 at 22:40
ES2 wrote:
This^^
Not much call to train the other unit types if the few such as Cavalry excel in nearly all fields. |
That is the point though ES2, when it comes to military there are only 3 fields.
1 - Attack strength 2 - Defensive strength 3 - cost ( or numbers sustainable)
Whilst T2 cav clearly excel in one field the are the very worst in the two others.
Bows excel in defence
Spears excell in cost
and Swords are kind of an all rounder ( although best in defence given certain terrain).
There are clearly uses for all troop types, but I beleive people merely concentrate on offense which is really a mistake.
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Posted By: HATHALDIR
Date Posted: 29 Jan 2013 at 23:49
castles should be classed as buildings not as terrain tile that would negate cav in a seige, which is only correct
------------- There's worse blokes than me!!
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Posted By: Darkwords
Date Posted: 29 Jan 2013 at 23:53
Or you could use strategy as to where to build your cities.
But I guess power gamers want both the advantage of 7 food spots and good cav defense
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Posted By: DeathDealer89
Date Posted: 30 Jan 2013 at 00:09
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How bout your allowed to build different types of walls?
You can have the standard wall, and then you can build a T2 wall that is strong against a certain type of unit. This would support anjire's idea indirectly of just having a better wall. But then you still have the unit triangle of what wall you should build. Most likely everyone will build cav walls making infantry more effective.
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Posted By: Elmindra
Date Posted: 30 Jan 2013 at 00:12
Darkwords wrote:
That is the point though ES2, when it comes to military there are only 3 fields.
1 - Attack strength 2 - Defensive strength 3 - cost ( or numbers sustainable)
Whilst T2 cav clearly excel in one field the are the very worst in the two others.
Bows excel in defence
Spears excell in cost
and Swords are kind of an all rounder ( although best in defence given certain terrain).
There are clearly uses for all troop types, but I beleive people merely concentrate on offense which is really a mistake.
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Not exactly. You need to apply the strength to cost (most people use upkeep) ratio in order to truly judge a unit. Cavalry has the best attack to cost ratio of any unit by far. Even in unfavorable terrain, they are still superior (with the exception of buildings). Bows have the best defense to cost ratio, except for vs cavalry. The problem being is that the cavalry power ratio is so much that you can still attack any terrain (except buildings) and have the advantage. Attacking a town with a lvl 20 wall on plains with just 7k T2 cavalry will completely wipe 20k T2 archers. This should not be allowed to happen no matter what. That is a major disparity of power vs upkeep, with the 7k T2 cav costing 28kgph and the 20k T2 archers costing 60kgph.
My entire point is that there is absolutely no call to build swords if you are not a dwarf, and that while spears are still useful, their training time vs power ratio is not equivalent to bows so spears are not a viable choice as well. Yes spears are useful vs cavalry, but why train them when you can get more bang in the same amount of time with archers. We don't need massive changes, just tweeks to terrain and training times.
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Posted By: Darkwords
Date Posted: 30 Jan 2013 at 00:40
Elmindra wrote:
Not exactly. You need to apply the strength to cost (most people use upkeep) ratio in order to truly judge a unit. Cavalry has the best attack to cost ratio of any unit by far.
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Yes that is 'exactly' what I said.
Elmindra wrote:
Even in unfavorable terrain, they are still superior (with the exception of buildings).
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And again you agree with me...
Elmindra wrote:
Bows have the best defense to cost ratio, except for vs cavalry. The problem being is that the cavalry power ratio is so much that you can still attack any terrain (except buildings) and have the advantage.
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And 'exactly' how does this differ from what I said?
Elmindra wrote:
Attacking a town with a lvl 20 wall on plains with just 7k T2 cavalry will completely wipe 20k T2 archers. This should not be allowed to happen no matter what. That is a major disparity of power vs upkeep, with the 7k T2 cav costing 28kgph and the 20k T2 archers costing 60kgph. |
If you are unstrategic enough to defend a plains square with archers and then get hit by someone strategic enough to use the best troops for that terrain you deserve much harsher losses if you ask me.
Elmindra wrote:
My entire point is that there is absolutely no call to build swords if you are not a dwarf, and that while spears are still useful, their training time vs power ratio is not equivalent to bows so spears are not a viable choice as well. Yes spears are useful vs cavalry, but why train them when you can get more bang in the same amount of time with archers. We don't need massive changes, just tweeks to terrain and training times. |
I would completely disagree with you, I am human and I build swords and I know many dwarven players that do so, they are very good if you have the brains to use them properly, from what I can tell, you want an even playing field between all troop types, and therefore all need for strategic thought or planning removed from the game.
Why not just say we should have just one unit type called soldier and its defence ranking is the same and its attack?
Yes cavalry are great in attack, they are the attack troop after all. But the other troop types also have their benefits, perhaps you should look at some tourney stats to see the evidence of which are most used.
You base your claim on the idea that cav are the only troops worth producing, try doing that and see how well you can defend your cities?
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Posted By: Darkwords
Date Posted: 30 Jan 2013 at 00:44
DeathDealer89 wrote:
How bout your allowed to build different types of walls?
You can have the standard wall, and then you can build a T2 wall that is strong against a certain type of unit. This would support anjire's idea indirectly of just having a better wall. But then you still have the unit triangle of what wall you should build. Most likely everyone will build cav walls making infantry more effective. |
Not a bad idea and of course you would need to scout a city to discover what type of wall it had.
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Posted By: Elmindra
Date Posted: 30 Jan 2013 at 02:19
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You did not listen to a word I said. Tell me again how cavalry should be able to kill defenders in a city behind a lvl 20 wall at over a 2:1 cost ratio? How exactly is massing cavalry and sending them against anything in any terrain strategic? As it stands now, cavalry are absolutely the best defense for a city. All you need is cavalry to break sieges. Defensive units such as archers are best used on offense to defend a siege camp.
Many dwarven players build swords, but they are at a disadvantage compared to cavalry in almost all respects. I have participated in tournament and have seen all troop types and battle reports in this war. I have used cavalry to their advantage and use troops in the best way the game allows. All I am saying, and it seems that most but you agree, that there are some slight imbalances with some of the units with certain terrain types and with cities in particular. When the best city defense strategy is to keep your troops out of the town and simply attack the siege camp when it comes there is something wrong with the mechanics. There should actually be a reason to use different troop types more often, and city walls should actually mean something. There should be a real reason for allies to reinforce the town itself.
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Posted By: twilights
Date Posted: 30 Jan 2013 at 02:59
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if camping armies could have a zone of control of surrounding squares the military part of this game would be much more strategy, many pc strategy games have this and it would make this one of the best browser games out there, it wouldnt take much coding to put this into the game
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Posted By: Darkwords
Date Posted: 30 Jan 2013 at 03:08
Ummm... isn't that what Sally forth and the final seige battle are for?
Forgive me if I am wrong, but I do not see how you feel there is no point in defending cities under seige, the only problem with it is fighting off clearance attacks, which is what I think you are actually arguing for.
However, simply weakening cav and strengthening all other troop types as you have suggested seems pretty naff in my opinion for the reasons I have mentioned above, which I can only guess you have not read, as you keep saying I am wrong, yet agreeing with the opposing points that I have made and trying to fit them into your side of the discussion.
And yes using cav in offense most of the time (and I am sorry but if you throw cav at forests and mountains then you should rework your tactics) is a strategy. When attacking, use the attack troops, seems a pretty simplistic one but it works.
Basically from what you have written, it seems that you find it unfair that cav are so effective when attacking your cities, despite the fact that you have seen fit to construct all your cities on plains squares ( most likely for the advantage of high food resources) as most people tend to do, however this is not always the best strategy in account building, your city walls would be very effective if your city were on a mountain and full of archers, or on a forest and full of swords.
Despite this, it does nothing to help in breaking seiges, as breaking a seige is an offensive measure and as you say the best troops for that are cav. This makes perfect sense in my opinion, as why would you send defensive troops to attack a camp outside your city, or how would you city walls help you in that attack?
As Kumo pointed out, your whole argument for weakening cav to aid in city defence, makes no sense when you consider that you need to break seige camps. What you are actually arguing for would make seiges far more difficult to defend against.
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Posted By: DeathDealer89
Date Posted: 30 Jan 2013 at 03:24
gameplayer wrote:
if camping armies could have a zone of control of surrounding squares the military part of this game would be much more strategy, many pc strategy games have this and it would make this one of the best browser games out there, it wouldnt take much coding to put this into the game
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Um you care to elaborate? At the current moment 'zone of control' is just that you didn't explain at all if it would do anything to benefit either side in any way. Other than just saying these troops control that zone, woopdie do.
Also the multi-wall thing would also allow the T1 siege engines to be more effective in combat. Which atm they normally tear down the wall of a city with no troops in it to begin with and then just sit there.
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Posted By: twilights
Date Posted: 30 Jan 2013 at 03:31
for opposing armies to pass through zones they have to defeat the camping army...as how it can be used for strategy just image
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Posted By: Darkwords
Date Posted: 30 Jan 2013 at 03:48
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Would make hunting npc's rather tricky. ;)
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Posted By: Daufer
Date Posted: 30 Jan 2013 at 09:41
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Terrain modifier adjustment seems pretty reasonable. Yes, on plains cavalry should be 2-3 times more effective than other troop types. However, given that their base attack is 60-65 and infantry cav defense is only 17-20, odds are that a cavalry attack on infantry entrenched in a forest is still going to inflict 2:1 losses and that is preposterous.
Ideally, each troop type should be specialized for terrain. Let cavalry be absolutely dominating on plains and small hills for example, but conversely almost useless in mountains, forests and buildings. Let Infantry be the master of large hills and forests but helpless in open ground or mountains. Let archers rule the mountains and buildings, but weak in plains and forests. Let spearmen be the default, reasonably good everywhere but always weaker than a specialist troop on its preferred ground. Every unit type should be significantly stronger than the others in choice terrain and significantly weaker in unfavorable terrain. As it stands now the terrain modifiers are worth taking into account (you might need to send an extra 15-25% troops) but some units are so strong as to be the default choice and some so weak as to be pointless.
Cavalry has always been the primary culprit here. Yes, cavalry has always been the king of the battlefield -- field being the operative word. On uneven ground they never have been terribly effective. The Saxons on Senlac Hill at Hastings turned back countless Norman cavalry charges, and we all know how archers at Agincourt obliterated the French cavalry who charged them across a sea of mud. The whole point of the pike squares ubiquitous in 17th century warfare was their immunity to cavalry charge. You don't see much cavalry action in the mountains, and I have never heard of a cavalry army successfully storming a walled city either... horses are lousy climbers.
Cities should also be their own terrain, preferably something like buildings. Do the defenders all just line up on main street and wait for cavalry to ride them down after opening the gates for them? A cavalry attack on a walled plains city defended by T2 spearmen is still going to give a better than 1:1 kill ratio and that is totally absurd. Even the Huns and Mongols had to dismount to fight inside a city. Historically the only effective way to capture a city was to force a surrender through starvation or to break down the walls with siege engines and then storm with infantry in a house-to-house bloodbath. In Illyriad it basically boils down to whoever has the most cavalry wins.
If you are human there is almost no reason to build anything but cavalry: you get a 10% bonus to cav's already bloated attack numbers and you produce them more cheaply than any other race. Even dwarves, with the worst cavalry and best infantry in the game, are better off building cavalry as often as not. Unless an opponent is considerate enough to build his siege camp in a forest and protect it with pikemen, I'm better off siccing the mules on them. For defense almost everyone is better off building archers because they have good all around scores and you can attack with them as well, particularly if you are an elf. Spearmen are cheaper, but they are lousy on the attack and only good against cavalry, which is so overpowered that it will still wipe out your spear army easily.
TLDR:
As I see it, the heart of the problem is that military effectiveness of many troop types is grossly unrealistic, as is having a walled city carry no special terrain modifier.
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Posted By: Darkwords
Date Posted: 30 Jan 2013 at 10:01
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Again, if the advantages of cav were to be removed then so must their exessive production and maintanance cost.
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Posted By: twilights
Date Posted: 30 Jan 2013 at 12:40
with the wealth that this game has in resources and with the value added with the addition of v2 resources and crafted items and also with the addition of unlimited storage of trade hubs the costs of maintaining a huge army of any type is no longer a factor. the main factor in how large of an army a player can have comes down to the amount of time and prestige they are willing to put into the game .....this forum has seen this concern posted several times by players when they left the game....be prepared for 100k cav armies by the larger long term players, it will become common place to see the how big an army strategy as the game ages....the devs need to come up with a reason to use the troops other than just sitting in castles to see how many u can build...tournaments is a boring answer.....good luck devs
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Posted By: Elmindra
Date Posted: 30 Jan 2013 at 12:45
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Get involved in a war and you will shortly see the best tactic for defending a town is to NOT leave your armies there to get wiped out by masses of cavalry. And yes, you still send cavalry to wipe siege camps in forests and even mountains since they still get better than a 1:1 kill death ratio even in these terrains. And I am not mad my cities are getting attacked, I actually feel bad for the people who I can wipe their defenders from their town with minimal cavalry losses.
I don't think you need to weaken cavalry themselves, just change the terrain modifiers. I am even in favor for upping the plains defense modifier for cavalry on plains. They should be the best offensively AND defensively on the plains (and better on small hills).
The actual troop numbers are fine, there just needs to be more of an incentive via terrain modifiers to make other troops useful. Make cities always be classified as buildings, not just during the capture/raze attempt. Increase the terrain modifiers from 30 to 50% in the extreme cases (both on offense and defense). Increase the wall bonus from 115% to 215% or higher. Increase the T1 and T2 spearmen training speed to match their upkeep.
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Posted By: Darkwords
Date Posted: 30 Jan 2013 at 13:14
Elmindra wrote:
Get involved in a war and you will shortly see the best tactic for defending a town is to NOT leave your armies there to get wiped out by masses of cavalry.
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LOL... get involved in a war, may main account is Darkone btw. And yes, I have been involved in many wars and I have defeated MANY seiges, when they were much harder to defeat.
Elmindra wrote:
And yes, you still send cavalry to wipe siege camps in forests and even mountains since they still get better than a 1:1 kill death ratio even in these terrains. And I am not mad my cities are getting attacked, I actually feel bad for the people who I can wipe their defenders from their town with minimal cavalry losses.
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You can also get a much better than 1:1 ratio with other (cheaper and faster to produce) troops in these terrains, as I keep saying try using some strategy, rather than just moaning that you think this game doesn't have any.
Elmindra wrote:
I don't think you need to weaken cavalry themselves, just change the terrain modifiers. I am even in favor for upping the plains defense modifier for cavalry on plains. They should be the best offensively AND defensively on the plains (and better on small hills).
| reducing their terrain adv for plains IS weakening cav, upping the terrain def of all other troop types is weakening cav. How will making the same troop type best for def and attack on certain terrains going to increase strategy? It will purely mean everyone producing the same troops to fight over particular squares and would prove extremely boring game play.
Elmindra wrote:
The actual troop numbers are fine, there just needs to be more of an incentive via terrain modifiers to make other troops useful. Make cities always be classified as buildings, not just during the capture/raze attempt. Increase the terrain modifiers from 30 to 50% in the extreme cases (both on offense and defense). Increase the wall bonus from 115% to 215% or higher. Increase the T1 and T2 spearmen training speed to match their upkeep. |
Your idea regarding altering spear recruitment speed is fine, I do not see why a standard wall bonus should be increased, but I do like the previous idea of adding to the wall in another way. Although I would rather see optional upgrades rather than another tier. Changing the terrain of all cities to buildings or some unique 'city' terrain will only remove all reason for building on any squares other than the food boosting ones and therefore limit the game even further, you started to post claiming you wanted to add strategy to this game, yet all your ideas will reduce game strategy. I am not against ideas for making seiges slightly more defensible, even though they are much easier to defend now than before, but I do stand against ideas that merely make this game more and more mechanical.
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Posted By: geofrey
Date Posted: 30 Jan 2013 at 15:13
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The problem with changing/altering stats is that is would drastically alter the existing efficiency of armies. This could lead to a huge disadvantage for someone as soon as the change is put in place.
Take for example Mal Motsha (sorry Dominion). An immediate "tweek" that favors increasing effectiveness of spearmen would be huge for the spearmen heavy Black Skull Horde. If they also tweak it so that cavalry aren't as effective at attacking cities, then that could reduce the effectiveness of the cavalry of The Colony. Now the BSH has a huge advantage over it's neighbor, the Colony, and is more likely to win any battles between the two of them. What sucks is it isn't The Colonies fault. They were just on the bad end of the nerf hammer.
The devs attempted to balance out some of the stats by implementing crafting. The idea was that it would take everyone a long time to build enough gear for anyone to have an advantage. Not to mention the research times associated with the crafting. This all was a way to keep anyone from feeling the pains of a nerf hammer, even tho some races/units got a larger statistical advantage (Silversteel Sword vs Silversteel Spear).
I do agree that there is room for improvement. I think everyone here agrees there is room for improvement.
I created a seperate thread to discuss an idea I had for improvement. I do not want to derail this thread, but if anyone is interested in a different suggestion please check out http://forum.illyriad.co.uk/strategic-divisions_topic4713.html " rel="nofollow - http://forum.illyriad.co.uk/strategic-divisions_topic4713.html
Also here is a seperate post detailing some ideas for balancing siege mechanics. http://forum.illyriad.co.uk/siege-counter-measure_topic4423.html?KW" rel="nofollow - -http://forum.illyriad.co.uk/siege-counter-measure_topic4423.html?KW=
------------- http://elgea.illyriad.co.uk/a/p/45534" rel="nofollow">
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Posted By: Elmindra
Date Posted: 30 Jan 2013 at 15:58
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It takes a ratio of 6:9 gph upkeep for cavalry to kill archers in a large forest, while taking a ratio of 7.5:9 gph upkeep for swordsmen to kill archers in the same large forest. Tell me when you would ever send swords over cavalry when attacking in a large forest. If you do then I call you a fool for wasting 1.5gph upkeep needlessly in an attack. Now if more players other than orcs actually crafted spears things might be more even, but when replacing troops is the name of the game in war it is less efficient to craft spears at a 1:3gph upkeep than archers at 1:2gph upkeep.
You also get a 12:9 gph death ratio when attacking archers on a large mountain with cavalry, but it barely gets better at 11.4:9 gph death ratio when attacking archers on a large mountain with archers. When the cavalry can get there twice as fast, once again there is rarely a point to attack it with archers. Those are the two most extreme cases, in small forests and mountains the favor swings even more in favor of cavalry. So we can see that cavalry are the absolute best attacking force on plains, small hills, large hills, small forests, small mountains, large forests. How is that not imbalanced? Shouldn't swordsmen be best at more than just attacking buildings? Shouldn't archers be best at attacking more than just large mountains?
I also never stated that cavalry should lose their plains bonus to attack, and I actually think cavalry should get a better bonus to defense on plains and also small hills. Cavalry should still remain king there, and honestly they would still be the best attack unit because of their speed. But cavalry should not always be the best attacking unit, and they definately should not be able to kill troops inside a town with a wall regardless what terrain the town sits on. It is a friggin wall, how do the cavalry charge the troops inside it?
All I see in every single battle report is cavalry vs archers. I fail to see how making changes to empower swords and spears would reduce the amount of strategy already involved.
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Posted By: Rill
Date Posted: 30 Jan 2013 at 18:57
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The preponderance of cav vs. archer engagements might also be related to the racial balance in the game -- that is, a game in which there are mostly humans and elves. Of course it can be argued that this is a feedback loop, where the most efficient combination of alts is human-elf.
(That's IF your alt will get up off her butt to make an army, which CERTAIN PEOPLE won't.)
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Posted By: Daufer
Date Posted: 30 Jan 2013 at 23:30
Darkwords wrote:
You can also get a much better than 1:1 ratio with other (cheaper and faster to produce) troops in these terrains, as I keep saying try using some strategy, rather than just moaning that you think this game doesn't have any.
reducing their terrain adv for plains IS weakening cav, upping the terrain def of all other troop types is weakening cav. How will making the same troop type best for def and attack on certain terrains going to increase strategy? It will purely mean everyone producing the same troops to fight over particular squares and would prove extremely boring game play.
Your idea regarding altering spear recruitment speed is fine, I do not see why a standard wall bonus should be increased, but I do like the previous idea of adding to the wall in another way. Although I would rather see optional upgrades rather than another tier.
Changing the terrain of all cities to buildings or some unique 'city' terrain will only remove all reason for building on any squares other than the food boosting ones and therefore limit the game even further, you started to post claiming you wanted to add strategy to this game, yet all your ideas will reduce game strategy.
I am not against ideas for making seiges slightly more defensible, even though they are much easier to defend now than before, but I do stand against ideas that merely make this game more and more mechanical.
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A: Do you routinely keep a large force of overall less-effective troops on hand just in case an enemy places a siege camp in a location where it will be marginally more efficient to attack with these instead of cavalry? The fact that these units are cheaper and faster to produce doesn't count for much if you don't have them waiting when the siege camp arrives, because you still can't produce enough of them in time to turn the tide.
B: Having everyone produce multiple troop types and studying the map looking for the best place to set a siege camp in order to nullify an opponent's likely counterattack based on the troops you have available and what you know of their army would actually require a good bit of strategy. Piling a mass of archers and pikemen an any adjacent square that isn't plains and waiting to see how much cav they hit you with? Not so much. Right now basic siege strategy is to arrange a precisely timed arrival of as many defensive troops as you can muster on a square minutes before the siege camp arrives so the enemy doesn't have time to coordinate a counter-operation to kill the first arrivals and control the site before the catapults arrive. You pretty much know that the counterattack is going to be cav based because this is what most people build in mass and because when the victim calls for help cavalry is going to get there first. Everyone is already producing the same troops, and that makes this more a game of massing the greatest number of those troops and finessing your sovereignty to rebuild them faster than the other guy.
C: The only optional upgrade that would make much sense would be to make the wall more powerful against attack. You can have options to make walls more effective against one troop type or another, but since 80% of attacks are going to be cavalry the choice would be rather self-evident.
D: I don't see how making all cities an Urban terrain type will " remove all reason for building on any squares other than the food boosting ones". If you look around, the vast majority of effective players have all their cities on a 7-food plains tile. The cities they don't have on 7-food plains are on those 7-food large forest tiles you have in the jungle. Or, if they are new enough, they may have done the Exodus/Tenaril's trick and managed to manufacture a 7-food mountain somewhere. There is already precious little sense in building a town anywhere that isn't good for seven farms... while you may gain some defensibility you are taking a 40% food production nerf, which equals significantly less tax income an a significantly smaller army.
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