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I'm probably missing something here but doesn't a loosing unit die? What would be the point of it to run?

As far as affecting the rest of the stack, I have a slightly different idea about it. What if instead of using defeat as the reason, you would use unit superiority (defeat still triggers it but only if there's unit superiority). Here's what I'm thinking...

Superior numbers, or superior weapons, or just obviously superior training, always inspire fear and doubt in the enemies mind, so maybe something could be done with that.

For example, if the attacking unit has more than 90% chance to win, symbolizing its superiority, then if the defending unit looses then all the units in that stack get some sort of penalty (obviously the game always chooses the best defending unit so that means all the other units in the stack are even worse), maybe health reduction, maybe they get a penalty on defense or better yet on attack, something like that, BUT, if the attacking unit looses (it happens :)) then all the units in the stack get a bonus, whether for one round or several.

To balance out the fact that already weaker units get a penalty there'd be hero units that inspire moral and either negate those penalties by giving their own bonuses or maybe simply "disable" the penalties in such situations.

Properly balanced this might create some interesting dynamics. For example any sort of "monster" units will be extremely difficult to defeat, unless you have a hero tagging along. It will also encourage keeping your army up to date because even if you have 20 archers they won't do you much good against a maceman (vanilla example obviously).
 
I think what Olleus meant wasn't the final defeat. Even in vannila unit combat is in rounds(only made visible by the combatlog). Each round units afflict some damage until one of them finally dies or retreats.

Heros definitly need to push up the Leadership, yes.

In the game were also planned concepts like fear and terror. Especially Monsters will affect fear(Troll i.e.) or Terror(Dragon). But this is supposed to affect enemy units already before fighting. In the case of terror maybe even units who are two tiles away making them immobile or fleeing before the Dragon(@Olleus-how about random moves for a couple of rounds?:D )

Edit ups: I'm to slow
 
I was going to write all of that, but then had to stop and think if I knew what I was talking about. :blush:
 
Lord Olleus said:
I was talking about each round of combat, and not each combat it self.

As for your other ideas, wouldn't it make life even more annoying for the player? Loosing a 99% battle makes me angry enough, but if the other units become even stronger then it would make my blood boil. Besides, doesn't experience provide enought of a boost for unlucky winners?
Ah I see, I get you now.

As for the other thing, well the experience only takes effect next turn, these penalties or bonuses would be immediate. And as for blood boiling :) if all your unit are superior then the boost wouldn't help all that much, on the other hand if they get lucky and win several battles against superior opponents then they could definitely become strong enough to turn the tide, but that what makes it exiting :D
 
Lord Olleus said:
Beat you by 1 minute.

I was trying to think of ways of implementing fear and terror and came up with this.

Fear
A unit has to take a leadership test when it goes into combat with a fear-causing enemy. If it charges and fails the fear test then it automaticaly flees and does nothing. If a unit is charged and fails a fear test, then the attacking unit gets +1-2 first strikes (to represent the time it takes for the defending unit to get organised).

Terror
A unit has to take a leadership test the first time it comes next to an enemy terror-causing unit. If it fails it becomes immobile for 1 turn. If it is the terror causing unit which moves next to the other unit, then it runs away in a random direction. If a unit passes it terror test then it gains the 'Immune to Terror' promotion for the rest of the game.

Ah yes that's cool. And units which cause terror also inflict fear, right? Even on those units who are immune to terror?
 
Sound's really convincing what you came up with Olleus, but it should be harder to pass a terror test then fear, otherwise all units accompanied by units with a high leadership maybe will get the "immune to terror" promotion to fast.
 
@ Lord Olleus

Great fear and terror ideas! Will units be affected when they attack a unit on a tile with a fear-causing enemy on it? or only if they attack that specific fear-causing unit?

I hope the former is possible. Let me give an example: the wraith. This isn't much of combat unit, BUT it's main purpose is to cause terror. That is why you should be able to put it on a tilewith other units, so it won't have to figth, but you still make use of it's terror when attacked ..
 
You know I don't think it's always such a good idea to try and convert concepts from a table-top dice game to a game like civ. Really, I think it'd be smarter to look at Warmaster and how these things are applied there; for example, I think that they only have one level of fear- on a larger scale fear-causing creatures aren't going to have a hige effect, only the really terrifying monsters.
 
i siomply forgot about warmaster, hell yea this could also be a solution for our stats problems... well or perhaps a little help for it...
 
Duke van Frost said:
Epic for Warhammer Fantasy or what is it?

right, something like that, with tiny regiments models... you can look it up on gws side i think
 
Psychic_Llamas said:
Is Warmaster the same thing? i always just assumed thast because it has a different name it must be a different game?

it something like epic for warhammer fantasy. where you commant huge armies (resembled by 10mm models). it is not the same...
 
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