Thunderbrd
C2C War Dog
I'd like to initiate this discussion in light of some recent pondering.
I think we need to come to a consensus on what exactly first strike represents.
Before going into any detail, lets take a quick look at its game effect.
Battles are divided into turns, each being an opportunity for the units in combat to harm each other. Originally, either one unit or the other would harm his opponent each round. It was basically a straight contest and only one would come out on top each round. When units were damaged, they did not grow weaker in response but maintained the fighting capacity of the strength they started the fight with and only if attacked while weakened would this injured state affect their ability to fight. In this original form, each first strike was a free attack and might've made the battle a little closer to a conclusion in favor of the first striker if it managed to succeed in these 'free attacks'.
Upon Combat Mod adjustments, units now weaken DURING the battle, thus first strike has become notably stronger. Now, these free attacks can reduce the fighting effectiveness of the enemy before the enemy can even attack back. Each round now gives each opponent an independant opportunity to hit and potentially damage the other. (It's not just one wins the round or the other wins the round, now both can win, one can win, or neither succeeds. That won't change things greatly until we see the effects of Precision, Dodge, Armor and Puncture coming more into play.) But during rounds where one opponent has first strikes remaining and the other does not, only the opponent with first strike is actually attacking and thus having the opportunity to weaken the enemy.
The point being, first strike is still basically the same thing in effect, just a bit more meaningful now as it can weaken the opponent before the real fight really gets underway.
But what is actually happening on the battlefield? Why is the unit with first strike given to strike at the opponent so many times before the opponent may also have a chance to get some shots in? What then does it mean to be 'immune to first strikes'?
In Vanilla Civ4, First Strike was already weakly defined. On one hand, it was given to Archers, presumably to indicate their range - but then it wasn't given to Gunpowder units despite rifles and such having even greater 'range'. It was generally denied to melee units though so perhaps that was part of its intention, but then you had Samurai who gained a huge amount of first strikes - why? To represent an amount of stealth to sneak up on and surprise the enemy? Or celerity in battle? If that's what it's supposed to mean then why give it to Archers? Bows aren't exactly a FAST weapon to use in comparison to some others (unless you have a very highly trained bowman which could then be said about units like swords and such as well.)
It appears we've adopted an acceptance of First Strike as an amalgamation of Range, Rate of Fire, Speed of Attack, and an assumed ability to get the jump on units (even ones that can see you coming!) Makes sense its evolved this way as all of those concepts are probably generically potentially valid for First Strike.
But then how do you define what it means to be immune to first strike? Is it a great big shield? Makes sense for the Range and Rate of Fire (for arrows anyhow) but not much for speed of attack or stealth! Is it a matter of riding a fast horse or hiding behind a wall? Again... nothing really applies to ALL of the definitions that brings first strike to a unit in the first place.
At this point you're probably wondering where I'm going with this...
I've been pondering ways to work with Equipment and this issue keeps niggling at the back of my head every time I look at some spots. Particularly, it would be nice to be able to define if a unit is IN a melee hand-to-hand range fight or if its fighting at a distance.
Consider a Bayonette for example. It's useful once the range of battle has closed to hand to hand. But useless to the unit that's fighting from afar.
And should an Archer be as strong in a hand-to-hand range fight as it is at a distance? What weapon does it start using when the enemy is too close in to fire arrows at the guy? Our combat graphics display suggests a long knife or a short sword perhaps. But what defines this difference in battle currently?
You guessed it - its whether the Archer still has remaining first strikes or not (and whether the opponent unit is also a distance fighter.) So here again it's being suggested by the original designers that the first strike means the attacks that take place at a range as the opponent approaches.
Effect-wise, if both units have first strikes, those first strikes negate each other and both units, although fighting at a distance perhaps, are taking those first strike turns as if neither had a first strike to spend that turn.
Again, though, that suggests that the OTHER definitions of first strike really don't apply do they? Not universally anyhow.
Ok, so in light of all these things, my suggestion on how we begin to view and adopt first strike is as follows:
1) We start considering first strike to ONLY be a representation of distance fighting. I think it would be safe to consider it an amalgamation of range and speed of fire.
This means we review all units and promos and adjust with that in mind. Units with distance weaponry have that reflected in the number of first strikes they gain. Promotions that give first strike should only be applicable for units with distance weaponry and it represents an ability to either fire faster or at greater range.
Not an easy review task, I know, but it would set us up for a lot of improvements to come.
2) Codewise, we differentiate the Distance Strength of a unit from the H2H (Hand to Hand) strength of a unit. Distance Strength is what is applied during first strikes (and more... will discuss in pt 3.) And H2H Strength is applied once all first strikes are exhausted.
3) For distance Units fighting distance Units, we negate all first strikes from the beginning of the battle and add another tag for 'Ammo'. Each round decreases each combatant's ammo by one and when one runs out of Ammo that unit must try to charge in and fight the other in H2H fighting. At that point, the first strikes of the other unit kick in (as long as it can maintain its ammo as well during those rounds) as it gets its customary free attacks at the approaching enemy.
4) Rather than using 'Immunity to First Strike' prolifically as we do now, we would create a Rush ability that defines how fast the unit can move and thus reduce the opponent's number of potential first strikes against it. Therefore, if your unit is REALLY fast, it can close the gap and 'get out of the rain' faster as it were, closing the gap and engaging the enemy with enough haste to limit the amount of attacks it suffers on the way.
5) THEN when we go to develop the equipments we can adjust more things that would make those equipments make more sense. Some special Horses can be faster than others and thus increase the rider's Rush ability more than the norm. Heavy armor can be so cumbersome as to decrease the Rush ability. Longer range on a weapon means it gives the units more first strikes. The raw power of a distance weapon really effects only the unit's Distance Strength while it may also carry a Melee weapon that impacts its H2H Strength.
6) As recently discussed, buildings can increase or reduce the amount of first strikes a unit receives when defending or invading a city. In fact, the dynamics of city battles might differ quite a bit too. The buildings in the city may provide more ammo on hand thus the defenders at the wall may get huge bonus first strikes as the walls vastly decrease the attacker's ability to Rush (And we can then implement ways to get around that effect the walls are inflicting on the attacker such as Ladder equipments and special actions by siege towers...)
This would be the most advanced stage of setting things up and adjusting our First Strike outlook.
The BIG impact we'd have to consider NOW would be to take OUT the considerations of stealth and speed of attack in melee wherever those seem to be the cause for adding first strikes. And coming up with an appropriate representation of base first strike values on our existing units (Biggest example being most gunpowder units would have first strikes!)
Then the added tags would be developed for units and promos to adapt our differentiated Strength values and Ammo considerations as well as some (surprisingly minor) adjustments to the combat mechanism itself. The tough part would be the odds, to which I'd ask Koshling to give consideration on how to calculate properly as I'm obviously less than well skilled in that regard.
Ok, from what y'all understand of this grand suggestion, what do you think?
I think we need to come to a consensus on what exactly first strike represents.
Before going into any detail, lets take a quick look at its game effect.
Battles are divided into turns, each being an opportunity for the units in combat to harm each other. Originally, either one unit or the other would harm his opponent each round. It was basically a straight contest and only one would come out on top each round. When units were damaged, they did not grow weaker in response but maintained the fighting capacity of the strength they started the fight with and only if attacked while weakened would this injured state affect their ability to fight. In this original form, each first strike was a free attack and might've made the battle a little closer to a conclusion in favor of the first striker if it managed to succeed in these 'free attacks'.
Upon Combat Mod adjustments, units now weaken DURING the battle, thus first strike has become notably stronger. Now, these free attacks can reduce the fighting effectiveness of the enemy before the enemy can even attack back. Each round now gives each opponent an independant opportunity to hit and potentially damage the other. (It's not just one wins the round or the other wins the round, now both can win, one can win, or neither succeeds. That won't change things greatly until we see the effects of Precision, Dodge, Armor and Puncture coming more into play.) But during rounds where one opponent has first strikes remaining and the other does not, only the opponent with first strike is actually attacking and thus having the opportunity to weaken the enemy.
The point being, first strike is still basically the same thing in effect, just a bit more meaningful now as it can weaken the opponent before the real fight really gets underway.
But what is actually happening on the battlefield? Why is the unit with first strike given to strike at the opponent so many times before the opponent may also have a chance to get some shots in? What then does it mean to be 'immune to first strikes'?
In Vanilla Civ4, First Strike was already weakly defined. On one hand, it was given to Archers, presumably to indicate their range - but then it wasn't given to Gunpowder units despite rifles and such having even greater 'range'. It was generally denied to melee units though so perhaps that was part of its intention, but then you had Samurai who gained a huge amount of first strikes - why? To represent an amount of stealth to sneak up on and surprise the enemy? Or celerity in battle? If that's what it's supposed to mean then why give it to Archers? Bows aren't exactly a FAST weapon to use in comparison to some others (unless you have a very highly trained bowman which could then be said about units like swords and such as well.)
It appears we've adopted an acceptance of First Strike as an amalgamation of Range, Rate of Fire, Speed of Attack, and an assumed ability to get the jump on units (even ones that can see you coming!) Makes sense its evolved this way as all of those concepts are probably generically potentially valid for First Strike.
But then how do you define what it means to be immune to first strike? Is it a great big shield? Makes sense for the Range and Rate of Fire (for arrows anyhow) but not much for speed of attack or stealth! Is it a matter of riding a fast horse or hiding behind a wall? Again... nothing really applies to ALL of the definitions that brings first strike to a unit in the first place.
At this point you're probably wondering where I'm going with this...
I've been pondering ways to work with Equipment and this issue keeps niggling at the back of my head every time I look at some spots. Particularly, it would be nice to be able to define if a unit is IN a melee hand-to-hand range fight or if its fighting at a distance.
Consider a Bayonette for example. It's useful once the range of battle has closed to hand to hand. But useless to the unit that's fighting from afar.
And should an Archer be as strong in a hand-to-hand range fight as it is at a distance? What weapon does it start using when the enemy is too close in to fire arrows at the guy? Our combat graphics display suggests a long knife or a short sword perhaps. But what defines this difference in battle currently?
You guessed it - its whether the Archer still has remaining first strikes or not (and whether the opponent unit is also a distance fighter.) So here again it's being suggested by the original designers that the first strike means the attacks that take place at a range as the opponent approaches.
Effect-wise, if both units have first strikes, those first strikes negate each other and both units, although fighting at a distance perhaps, are taking those first strike turns as if neither had a first strike to spend that turn.
Again, though, that suggests that the OTHER definitions of first strike really don't apply do they? Not universally anyhow.
Ok, so in light of all these things, my suggestion on how we begin to view and adopt first strike is as follows:
1) We start considering first strike to ONLY be a representation of distance fighting. I think it would be safe to consider it an amalgamation of range and speed of fire.
This means we review all units and promos and adjust with that in mind. Units with distance weaponry have that reflected in the number of first strikes they gain. Promotions that give first strike should only be applicable for units with distance weaponry and it represents an ability to either fire faster or at greater range.
Not an easy review task, I know, but it would set us up for a lot of improvements to come.
2) Codewise, we differentiate the Distance Strength of a unit from the H2H (Hand to Hand) strength of a unit. Distance Strength is what is applied during first strikes (and more... will discuss in pt 3.) And H2H Strength is applied once all first strikes are exhausted.
3) For distance Units fighting distance Units, we negate all first strikes from the beginning of the battle and add another tag for 'Ammo'. Each round decreases each combatant's ammo by one and when one runs out of Ammo that unit must try to charge in and fight the other in H2H fighting. At that point, the first strikes of the other unit kick in (as long as it can maintain its ammo as well during those rounds) as it gets its customary free attacks at the approaching enemy.
4) Rather than using 'Immunity to First Strike' prolifically as we do now, we would create a Rush ability that defines how fast the unit can move and thus reduce the opponent's number of potential first strikes against it. Therefore, if your unit is REALLY fast, it can close the gap and 'get out of the rain' faster as it were, closing the gap and engaging the enemy with enough haste to limit the amount of attacks it suffers on the way.
5) THEN when we go to develop the equipments we can adjust more things that would make those equipments make more sense. Some special Horses can be faster than others and thus increase the rider's Rush ability more than the norm. Heavy armor can be so cumbersome as to decrease the Rush ability. Longer range on a weapon means it gives the units more first strikes. The raw power of a distance weapon really effects only the unit's Distance Strength while it may also carry a Melee weapon that impacts its H2H Strength.
6) As recently discussed, buildings can increase or reduce the amount of first strikes a unit receives when defending or invading a city. In fact, the dynamics of city battles might differ quite a bit too. The buildings in the city may provide more ammo on hand thus the defenders at the wall may get huge bonus first strikes as the walls vastly decrease the attacker's ability to Rush (And we can then implement ways to get around that effect the walls are inflicting on the attacker such as Ladder equipments and special actions by siege towers...)
This would be the most advanced stage of setting things up and adjusting our First Strike outlook.
The BIG impact we'd have to consider NOW would be to take OUT the considerations of stealth and speed of attack in melee wherever those seem to be the cause for adding first strikes. And coming up with an appropriate representation of base first strike values on our existing units (Biggest example being most gunpowder units would have first strikes!)
Then the added tags would be developed for units and promos to adapt our differentiated Strength values and Ammo considerations as well as some (surprisingly minor) adjustments to the combat mechanism itself. The tough part would be the odds, to which I'd ask Koshling to give consideration on how to calculate properly as I'm obviously less than well skilled in that regard.
Ok, from what y'all understand of this grand suggestion, what do you think?