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Topic ClosedCurious: Why are battles resolved instantly?

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twilights View Drop Down
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Direct Link To This Post Topic: Curious: Why are battles resolved instantly?
    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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Direct Link To This Post 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!
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Direct Link To This Post 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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Direct Link To This Post 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.
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Direct Link To This Post 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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Direct Link To This Post 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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Direct Link To This Post 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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Direct Link To This Post Posted: 13 Jan 2013 at 19:07
Nine?   really?

I've only ever seen eight.
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Direct Link To This Post 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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Direct Link To This Post 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
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