Dissonance
Warlord
I, for one, find the more complicated first strike/initiative a little bit too cumbersome. Mostly from the perspective of having to keep this in mind while playing. A bit of an aside...
It sounds like there are three attacks being discussed - range, stealth and speed. I don't think they should necessarily be the same thing.
Range - I like the "distance" variable concept. Units are assigned range; each round, range decreases and superior range provides free attacks. IE archer would have 5 range, vs Stone Axeman range 0. This equates to Archer having 5 free attacks. Cover promotions could decrease enemy range (large shield making distant combat ineffective, see the movie 300). Ammunition is an interesting way to do it, but I find it "too complex to remember in-game" as per my header.
- Units should probably have a preferred range setting, so two archer units don't go into melee
- An additional mechanic mentioned previously could be adding "ranged combat" to melee units, which would give them a (potentially weaker) short-range attack, and still have preferred range at 0
EDIT: As an interesting mechanic, spear units could be given range 1 (just above melee)
Stealth - why not rework this alltogether? Just give a "backstab" promotion, where on attack (and only on attack) the stealth units simply removes % of target current/maximum health automatically before combat ensues.
- and/or automatically set defender range to 0 (promotion?)
- and/or automatically deal small % of defender health each round (promotion?)
This way, they have a unique approach and can get a nice drop on stacks. Detection units would allow to complete circumvent that given that you can spot them before they reach you.
EDIT: This could be combined with Range for later units, creating very effective Snipers
Speed - horses, or terrain knowledge, or whatever. If range is implemented, this could double range decrease per turn. This could also provide "expertise" strikes, such as avoiding damage % or dealing double damage chance.
EDIT: This could also be a unique mechanic to INCREASE range. This could potentially result in very unpleasant situations where a mounted archer is able to evade slower melee units. Such ability could be tied to a promotion, have shorter max range, and the unit should be expensive - but it would also be historically accurate
I find this easier to think of
Range = free attacks
Stealth = free damage
Speed = better vs ranged; better at fighting
Combo = Specialized, "OP" units
Spoiler Samurai :
I have not played as the Japanese, but I know a thing or two about the Samurai warriors. They traditionally carried, and were highly skilled with, powerful bows that they would use to initiate combat. A Samurai is a swordsman, an archer and a monk. That is one of the reason they were so powerful. Being an archer explains the first strikes.
Yumi, the bow they used (wiki)
Yumi, the bow they used (wiki)
It sounds like there are three attacks being discussed - range, stealth and speed. I don't think they should necessarily be the same thing.
Range - I like the "distance" variable concept. Units are assigned range; each round, range decreases and superior range provides free attacks. IE archer would have 5 range, vs Stone Axeman range 0. This equates to Archer having 5 free attacks. Cover promotions could decrease enemy range (large shield making distant combat ineffective, see the movie 300). Ammunition is an interesting way to do it, but I find it "too complex to remember in-game" as per my header.
- Units should probably have a preferred range setting, so two archer units don't go into melee
- An additional mechanic mentioned previously could be adding "ranged combat" to melee units, which would give them a (potentially weaker) short-range attack, and still have preferred range at 0
EDIT: As an interesting mechanic, spear units could be given range 1 (just above melee)
Stealth - why not rework this alltogether? Just give a "backstab" promotion, where on attack (and only on attack) the stealth units simply removes % of target current/maximum health automatically before combat ensues.
- and/or automatically set defender range to 0 (promotion?)
- and/or automatically deal small % of defender health each round (promotion?)
This way, they have a unique approach and can get a nice drop on stacks. Detection units would allow to complete circumvent that given that you can spot them before they reach you.
EDIT: This could be combined with Range for later units, creating very effective Snipers
Speed - horses, or terrain knowledge, or whatever. If range is implemented, this could double range decrease per turn. This could also provide "expertise" strikes, such as avoiding damage % or dealing double damage chance.
EDIT: This could also be a unique mechanic to INCREASE range. This could potentially result in very unpleasant situations where a mounted archer is able to evade slower melee units. Such ability could be tied to a promotion, have shorter max range, and the unit should be expensive - but it would also be historically accurate
Spoiler Justification :
In terms of Speed, I'm thinking of two situations - cavalry charge, and forest ambush. Both would decrease the effectiveness of archers, and provide superior combat opportunities. This could be a crushing Lance charge, or jumping from behind trees. The grouping under "speed" is for simplicity of thinking, organization and promotions
I find this easier to think of
Range = free attacks
Stealth = free damage
Speed = better vs ranged; better at fighting
Combo = Specialized, "OP" units