TheNewSaint
Mar 16, 2006, 04:14 PM
This is an idea I'm sure was asked before, but I think I know how to do it (but I can't).
Give units 2+ attack types, as well as formations. This will change the flow of gameplay quite a bit and maybe even help us by giving us lined out anti-SOD gameplay or battles (maybe).
This is how it works. In gameplay, you may have only two units on any tile. If the tile has a fortress, the limit becomes three, and a city is five. Units have regular stats which are for defense. They do well in defending against a certain type of weapon. If you like this can be done with promotions. Attack types are given by having the unit upgrade by pressing a button. Upon upgrading, python sees this and sets movement to what it was before upgrade. So, say we have an archer.
"Hi!" This is the archer. His two attacks are... wait that's a bad example, we'll come back to him later.
This is axeman "Hi!" His attack types are chop- Kerplunk!!! -and Smash/Bludgeon- Thwwaak! -His chop does highest damage but is not good versus overly heavy (it can't penetrate) or wooden (it gets caught) armor. His bludgeon attack is affective versus wood (smashing), but not good for any type of metal armor. So he is built to kill everything but heavy plate type armor. He is going to attack a fanatic (cloth armor). Which attack should he use?
Chop! Because it does the highest damage, although neither are ineffective versus cloth armor.
What about a conscripted asian archer unit? Hint: Wicker Armor
Yes! Bludgeon! That's correct! Now if we look at an axeman from up north, he will be wearing leather armor. Remeber this, but now it's time to go back to archers.
Archers have very... unique attacks. They can attack at range (yes somebody figured that out, it's called the spelldemo mod), which does good damage to medium armored units and light armored units, and just a little for heavy. However, all archers have a backup plan, and on my particular ones it is called a dagger. Daggers are actually more effective versus units with heavy armor than an arrow (getting in the chinks) but not as powerful as an arrow on anything else. It does defend much better, however, because with the short distance on the battle field, an arrow will give you the first strike chance and then you're dead. If you want you could make it so that archers start with the arrow attack for first strike and then go to dagger, that is if you are going to use armor as defense and weapons as offense, not both as both.
(if you think about it, a xyphos blade will do well in defense if the armor of the defender is a heavy bronze phalanx type, but no so well with wooden armor, because a xyphos was made to be used when you were belly to belly with the enemy, so you could find the places in their armor that were most vulnerable. If you used wooden armor with it, you would be mutilated on the end of a spear before you even got to striking distance)
So, let's forget all the examples I gave and boil this down to ancient greece. We'll use three basic types of weapons: Peirce, Shock, and Smash
Peirce includes spears, arrows, darning needles (javelins), and daggers.
Shock includes xyphos blades, scimitars, murmillo swords, and throwing knives.
Smash includes butt spikes, shield bashes, and rods and shafts (common militia)
Pierce beats Smash
Smash beats Shock
Shock beats Peirce
(please tell me if I'm wrong at any point)
This works because with shock you generally have heavier armor and effective, precision blades. This would easily beat spears, and arrows and javelins too. Daggers might stand a chance, if for some reason you used them with armor good enough to withstand a shock blade :)
A smashing weapon is going to be out of control, moving around like mad, and with lots of force. In a tight formation tipicle of shock infantry, these will do a lot of damage. The other point is that the force that smash weapons carry is large, and if you can knock over 200+ pounds of bronze, the 140+ man inside will not be getting back up easily.
Now, in order to wield a massive smash weapon, you would need to cut down somewhere, and that would be armor. The only exception to this would be the flail/mace man. Arrows and spears do well against medium and lighter armor, and spears can be somewhat effective against a few types of heavy armor. Plus the long reach of most pierce weapons means that you are likely to get the first hit, which could be all you need.
Daggers are peirce, but I dont think they should be kept that way. I think they should be a part of the "Special" class. Special does all sorts of wierd things. (It is special).
OK. Tomorrow I post about my ideas on formations, and on Saturday I will talk about some miscelanious things. Right now, it's time to take a break.
Give units 2+ attack types, as well as formations. This will change the flow of gameplay quite a bit and maybe even help us by giving us lined out anti-SOD gameplay or battles (maybe).
This is how it works. In gameplay, you may have only two units on any tile. If the tile has a fortress, the limit becomes three, and a city is five. Units have regular stats which are for defense. They do well in defending against a certain type of weapon. If you like this can be done with promotions. Attack types are given by having the unit upgrade by pressing a button. Upon upgrading, python sees this and sets movement to what it was before upgrade. So, say we have an archer.
"Hi!" This is the archer. His two attacks are... wait that's a bad example, we'll come back to him later.
This is axeman "Hi!" His attack types are chop- Kerplunk!!! -and Smash/Bludgeon- Thwwaak! -His chop does highest damage but is not good versus overly heavy (it can't penetrate) or wooden (it gets caught) armor. His bludgeon attack is affective versus wood (smashing), but not good for any type of metal armor. So he is built to kill everything but heavy plate type armor. He is going to attack a fanatic (cloth armor). Which attack should he use?
Chop! Because it does the highest damage, although neither are ineffective versus cloth armor.
What about a conscripted asian archer unit? Hint: Wicker Armor
Yes! Bludgeon! That's correct! Now if we look at an axeman from up north, he will be wearing leather armor. Remeber this, but now it's time to go back to archers.
Archers have very... unique attacks. They can attack at range (yes somebody figured that out, it's called the spelldemo mod), which does good damage to medium armored units and light armored units, and just a little for heavy. However, all archers have a backup plan, and on my particular ones it is called a dagger. Daggers are actually more effective versus units with heavy armor than an arrow (getting in the chinks) but not as powerful as an arrow on anything else. It does defend much better, however, because with the short distance on the battle field, an arrow will give you the first strike chance and then you're dead. If you want you could make it so that archers start with the arrow attack for first strike and then go to dagger, that is if you are going to use armor as defense and weapons as offense, not both as both.
(if you think about it, a xyphos blade will do well in defense if the armor of the defender is a heavy bronze phalanx type, but no so well with wooden armor, because a xyphos was made to be used when you were belly to belly with the enemy, so you could find the places in their armor that were most vulnerable. If you used wooden armor with it, you would be mutilated on the end of a spear before you even got to striking distance)
So, let's forget all the examples I gave and boil this down to ancient greece. We'll use three basic types of weapons: Peirce, Shock, and Smash
Peirce includes spears, arrows, darning needles (javelins), and daggers.
Shock includes xyphos blades, scimitars, murmillo swords, and throwing knives.
Smash includes butt spikes, shield bashes, and rods and shafts (common militia)
Pierce beats Smash
Smash beats Shock
Shock beats Peirce
(please tell me if I'm wrong at any point)
This works because with shock you generally have heavier armor and effective, precision blades. This would easily beat spears, and arrows and javelins too. Daggers might stand a chance, if for some reason you used them with armor good enough to withstand a shock blade :)
A smashing weapon is going to be out of control, moving around like mad, and with lots of force. In a tight formation tipicle of shock infantry, these will do a lot of damage. The other point is that the force that smash weapons carry is large, and if you can knock over 200+ pounds of bronze, the 140+ man inside will not be getting back up easily.
Now, in order to wield a massive smash weapon, you would need to cut down somewhere, and that would be armor. The only exception to this would be the flail/mace man. Arrows and spears do well against medium and lighter armor, and spears can be somewhat effective against a few types of heavy armor. Plus the long reach of most pierce weapons means that you are likely to get the first hit, which could be all you need.
Daggers are peirce, but I dont think they should be kept that way. I think they should be a part of the "Special" class. Special does all sorts of wierd things. (It is special).
OK. Tomorrow I post about my ideas on formations, and on Saturday I will talk about some miscelanious things. Right now, it's time to take a break.