IOT Organisational and Discussion Thread

What I was thinking was that based on the actions of a player in the battles of a campaign, he would get a trait at the end of the campaign.

For example, if someone used very well cavalry in many battles in the campaign, he would gain a cavalry commander trait.

Also, because I do not have much time, I do not want to make the game very complex. That's why I do not have many hard stats and the game is mostly decided by players actions.
 
I think we can stay with Christos' current system of traits. Basically he has different "upgrade lines" with 3 tiers each. The "Experience" traits ONLY give attack bonus at this moment, and making all such traits only affect attack bonus for units would be a "simple" design trait.

The Base Traits said:
Speecher (Gives you more chances to have success in a speech)
Good eye (Gives more chances (20%) of seeing an enemy trap)
Brave Commander (Gives better chances for a successful all out attack)
Infantry Commander (Gives better chances to have an increased Attack when commanding Infantry)
Cavalry Commander (Gives better chances to have an increased Attack when commanding Cavalry)
Artillery Commander (Gives better chances to have an increased Attack when commanding Cannon)
There are 3 "Unit Experience" traits based on leading units well and give purely attack.

There is a "General" trait (Brave Commander) which gives attack to any unit, but only for all out attacks.

There is 1 "Natural Variable" Ambush spotting trait, which will help prevent traps events and counterattack events for charging units.

There is a "Player Variable" trait (Speecher) whose effectiveness is based on how good a role player the commander actually is; a great speech's effectiveness would probably be increased to a higher chance than a bad speech, if a bad one even gets a chance to start with.



In going with this, possible other traits you might like while fitting with what you have so far.

Jogger/Runner/Sprinter trait will increase Run Speed and therefore attack for Cavalry and Column-Formation units, while only run speed for Artillery. This is gained when players utilize Run/March orders effectively. Also, I want my horse artillery. :cool:

Stubborn/Stone Wall/Mountainside will increase Attack when a unit is purely defending. (best for Infantry, possible for Artillery). This is complete opposite of Brave Commander, and is gained when a player conducts very strong defenses against large attacks.
 
I may add those two. Thanks for the idea.

Right now, I am waiting for HJ to make a better battle map and tell me how he created it, so I can create some better battle maps.
 
You better decide to retreat at the right time and hope that Napoleon will not execute you. And then you can try to re-enforce your army. If you fail and the defeat is complete, you re-do the mission, until you win.
 
Yes. You can lose a battle. But you must always make sure to retreat in good order and with as less casualities as possible in order to have an army to fight.

For example, if you lose a battle during a campaign, but you retreat in good order and fight and win an other battle, then the campaign may be saved. If however, you win all battles and lose all your troops in one final battle, you lose the camapign.

Your goal is to win on campaign level. Battles are used as means to defeat the enemy in the campaign level.
 
In that case, no one pretend they're the French version of Robert E Lee.
 
I'll be the French Stonewall Jackson then.
 
Because dying in the middle of the most important battle of the war will be awesome.
 
Then I'll be the French Ulysses S. Grant.
 
I'd say I'd be French Mosher but Mosher is already a French name.
 
christos, are there naval battles?

No. The focus of the game is the campaigns of Napoleon. So no.
 
No. Most of the Missions will be historical. Except that after the destruction of the Army in Russia, you will have the chance to change history and defeat the forces of the coalition.
 
I'm pretty sure Trafalgar was a pivotal engagement.
 
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