Taefin
King
- Joined
- Nov 28, 2020
- Messages
- 825
Okay, I’ve resisted making a thread about this because the strictures of LoS seem like they might be important to keep gunpowder warfare interesting, distinct and balanced. But my fist game as Olmecs was too much.
First of all, why Olmec javelins would need LoS when archers don’t (they already have reduced range and the projectile would require more arcing than an arrow), but then throw in some of the more outlandish LoS rules and a very cool culture becomes worthless in all but the most peaceful games. Among these:
1. Firing from open ground across a river into a city on the same elevation, no LoS. Move one tile over into a river, firing across a river and suddenly LoS restored.
2. Partial cover is complete cover. Units and trees block LoS on paths that are not perfectly straight hex lines seemingly if any shortest distance path to the target has occluded LoS. This means tons of shots lack LoS even when a straight line between centers of hexes doesn’t encounter a barrier.
3. Shooting across valleys often blocks LoS even when no obstacles are in the way. (Trees and units are 2 high, but this is true even when all features in the value are 2+ elevation below).
Some of the more questionable rules:
4. Units are 2 tall. I get why forests might be considered 2 tall, some trees are very tall, but units shouldn’t block LoS of units one elevation above them, you should be able to take a position minimally far uphill of another position and still be able to shoot over them. I’d say woodlands and units should only be 1 tall.
5. Walls don’t give any LoS benefits, to shoot from inside of a wall would physically mean you are on top of the wall. Units firing from inside wall should be treated as at 1 elevation higher.
6. I think tall units like elephants should be subject to LoS as if they were 2 tall, so easier to shoot from, but also easier to shoot.
7. Lacking LoS due to partial cover should not make shooting impossible, but should reduce damage. I think the damage system bottoms out at too low a strength delta, but I might give -8 for a LoS needing unit if firing with partial LoS (e.g. a unit blocking half of the path between targets 2 tiles away).
Seems like the rules need to be rethought, but also the rules as is need to be programmed correctly. Seems they are taking shortcuts that have edge cases that are handled incorrectly.
First of all, why Olmec javelins would need LoS when archers don’t (they already have reduced range and the projectile would require more arcing than an arrow), but then throw in some of the more outlandish LoS rules and a very cool culture becomes worthless in all but the most peaceful games. Among these:
1. Firing from open ground across a river into a city on the same elevation, no LoS. Move one tile over into a river, firing across a river and suddenly LoS restored.
2. Partial cover is complete cover. Units and trees block LoS on paths that are not perfectly straight hex lines seemingly if any shortest distance path to the target has occluded LoS. This means tons of shots lack LoS even when a straight line between centers of hexes doesn’t encounter a barrier.
3. Shooting across valleys often blocks LoS even when no obstacles are in the way. (Trees and units are 2 high, but this is true even when all features in the value are 2+ elevation below).
Some of the more questionable rules:
4. Units are 2 tall. I get why forests might be considered 2 tall, some trees are very tall, but units shouldn’t block LoS of units one elevation above them, you should be able to take a position minimally far uphill of another position and still be able to shoot over them. I’d say woodlands and units should only be 1 tall.
5. Walls don’t give any LoS benefits, to shoot from inside of a wall would physically mean you are on top of the wall. Units firing from inside wall should be treated as at 1 elevation higher.
6. I think tall units like elephants should be subject to LoS as if they were 2 tall, so easier to shoot from, but also easier to shoot.
7. Lacking LoS due to partial cover should not make shooting impossible, but should reduce damage. I think the damage system bottoms out at too low a strength delta, but I might give -8 for a LoS needing unit if firing with partial LoS (e.g. a unit blocking half of the path between targets 2 tiles away).
Seems like the rules need to be rethought, but also the rules as is need to be programmed correctly. Seems they are taking shortcuts that have edge cases that are handled incorrectly.