Commander Bello
Say No 2 Net Validations
This is an idea, I just developped. It may have to be improved, though, so I am open for suggestions.
The idea is that at the beginning of the game each player may switch to one out of three "abstract" tactical settings - abstract because they don't mean anything real - :
a) the circle tactic
b) the triangle tactic
c) the square tactic.
They would work like paper-scissors-stone. The circle gets an 10% advantage to combat stats against triangle, triangle get 10% against square, and square then gets 10% against circle.
Now, you have chosen your preferred tactics, but you don't know about the settings for the other nations. Those would be randomly determined, so that you don't know which kind of settings a given nation will have. Let's say, you play in two consecutive game against the English. They may have had circle tactics in the first game, but you will not know about their determination in the second game.
As the game goes on, you will encounter military conflicts. After 50 fights, your military advisor will pop up and tell you:
"Sir, we have fought 50 figths using circle tactics. 27 of them were against triangle tactics, 13 against cirlce tactics and 10 against square tactics.
67% of our fights have been successful. Our military command is very satisfied with this tactical setting. Keep it? Y/N"
Or, he might come up telling you:
"Sir, we have fought 50 figths using circle tactics. 27 of them were against square tactics, 13 against cirlce tactics and 10 against triangle tactics.
83% of our fights have been unsuccessful. Our military command is very unsatisfiedwith this tactical setting. Keep it? Y/N"
In case you are going to keep it, after 100 fights he might pop up again telling you:
"Sir, we have fought 100 figths using circle tactics. 57% of our fights have been successful. Our military command has identified this to be a superior tactic and our troups have reached mastership in this. Keep it? Y/N"
Again, there would be an opposing message:
"Sir, we have fought 100 figths using circle tactics. 42% of our fights have been successful. Our military command has identified this to be a inferior tactic, nevertheless our troups have reached mastership in this. Keep it? Y/N"
In case you would decide to keep it, the stat modifier would be adjusted to 15% circle vs. triangle, 5% circle vs. square and 10% circle vs. circle (in case the opponents wouldn't have reached mastership yet)
Enemy tactical settings could be determined via the results or by (expensive) espionage.
As switching would be allowed at each time manually, you could try to adjust your tactics to the enemy you are currently engaged with, but you would loose your mastership or the relative degree of experience.
As the AI would keep track on those results automatically, this would benefit their decision and give them an military advantage against the human player to balance the higher tactical skills (in terms of troop deployment and troop movement).
Furthermore, it would add a bit of surprise to the individual fighting.
Any comments?
[edit] Thanks to the input of others, I refined the model a bit:
Refined
The idea is that at the beginning of the game each player may switch to one out of three "abstract" tactical settings - abstract because they don't mean anything real - :
a) the circle tactic
b) the triangle tactic
c) the square tactic.
They would work like paper-scissors-stone. The circle gets an 10% advantage to combat stats against triangle, triangle get 10% against square, and square then gets 10% against circle.
Now, you have chosen your preferred tactics, but you don't know about the settings for the other nations. Those would be randomly determined, so that you don't know which kind of settings a given nation will have. Let's say, you play in two consecutive game against the English. They may have had circle tactics in the first game, but you will not know about their determination in the second game.
As the game goes on, you will encounter military conflicts. After 50 fights, your military advisor will pop up and tell you:
"Sir, we have fought 50 figths using circle tactics. 27 of them were against triangle tactics, 13 against cirlce tactics and 10 against square tactics.
67% of our fights have been successful. Our military command is very satisfied with this tactical setting. Keep it? Y/N"
Or, he might come up telling you:
"Sir, we have fought 50 figths using circle tactics. 27 of them were against square tactics, 13 against cirlce tactics and 10 against triangle tactics.
83% of our fights have been unsuccessful. Our military command is very unsatisfiedwith this tactical setting. Keep it? Y/N"
In case you are going to keep it, after 100 fights he might pop up again telling you:
"Sir, we have fought 100 figths using circle tactics. 57% of our fights have been successful. Our military command has identified this to be a superior tactic and our troups have reached mastership in this. Keep it? Y/N"
Again, there would be an opposing message:
"Sir, we have fought 100 figths using circle tactics. 42% of our fights have been successful. Our military command has identified this to be a inferior tactic, nevertheless our troups have reached mastership in this. Keep it? Y/N"
In case you would decide to keep it, the stat modifier would be adjusted to 15% circle vs. triangle, 5% circle vs. square and 10% circle vs. circle (in case the opponents wouldn't have reached mastership yet)
Enemy tactical settings could be determined via the results or by (expensive) espionage.
As switching would be allowed at each time manually, you could try to adjust your tactics to the enemy you are currently engaged with, but you would loose your mastership or the relative degree of experience.
As the AI would keep track on those results automatically, this would benefit their decision and give them an military advantage against the human player to balance the higher tactical skills (in terms of troop deployment and troop movement).
Furthermore, it would add a bit of surprise to the individual fighting.
Any comments?
[edit] Thanks to the input of others, I refined the model a bit:
Refined