theNextCiv
Chieftain
- Joined
- Jun 25, 2019
- Messages
- 5
Simply put. Whoever loads first, wins. This is generally the host.
This an issue with 'real time combat', Who ever loads first simply makes all their attacks first before you can get a click in, leaving your army in tatters. (I like to call this 'load cheating')
The solution? In online multiplayer only, combat is reserved to an 'attack phase' at the end of everyone's turn. Attacks are assigned during the real-time turn phase and then made during the 'attack phase' with the following priorities.
- Cities attack first
- Ranged units attack second
- Melee Units attack third.
Why? because in real life a ranged warrior would certainly be firing before a melee attacker.
How to further define attack order? A players units will attack in the order defined by the user. As for global attack order, a simple system such as the one below will suffice.
Player attack order (assuming there are 5 players attacking)
-Player 1
-Player 2
-Player 3
-Player 4
-Player 5
-Player 5
-Player 4
-Player 3
-Player 2
-Player 1
- Etc...
This an issue with 'real time combat', Who ever loads first simply makes all their attacks first before you can get a click in, leaving your army in tatters. (I like to call this 'load cheating')
The solution? In online multiplayer only, combat is reserved to an 'attack phase' at the end of everyone's turn. Attacks are assigned during the real-time turn phase and then made during the 'attack phase' with the following priorities.
- Cities attack first
- Ranged units attack second
- Melee Units attack third.
Why? because in real life a ranged warrior would certainly be firing before a melee attacker.
How to further define attack order? A players units will attack in the order defined by the user. As for global attack order, a simple system such as the one below will suffice.
Player attack order (assuming there are 5 players attacking)
-Player 1
-Player 2
-Player 3
-Player 4
-Player 5
-Player 5
-Player 4
-Player 3
-Player 2
-Player 1
- Etc...