Possible issues with movement into tiles with a move cost greater than 1 (you gain one move back regardless of how much it cost to move in the first place).
I think that's for the best - attacking into a forest *should* have a movement cost no matter what.
Also, the 10-20% and 5-100% are a little misleading. It's an average of 10% to a cap of 20% or an average of 5% to a cap of 100%.
Thanks. Something didn't seem right... I'll correct the post above.
The other thing is that it doesn't really address the problem that was brought up originally. The initial concern was to do with the jump in effectiveness with withdrawal chance - low levels are too unreliable to consider useful, high levels can make units incredibly hard to stop. Is this designed as a replacement system for that altogether, or an additional system?
Designed as an additional - fits my ideas of how to make mounted units more like RL cav.
But, OTOH, it might be used as a fix. Reduce withdrawal chances but add this system. Have the Flanking promotions enable it, for example, so rather than boosting withdrawal chances too high you get extra attacks/damage sometimes.
Here's a list of all the promotions that increase Mounted withdrawal:
Flanking line gives up to +50
Equipment up to +30 (+35 Hippus)
Tactics line up to +20
Esus line up to +15
+10 more for Hippus
+15 more for Undead (in Haunted Lands)
+10 more for "Light" (not sure of all the sources)
Looking at that list... Maybe replace Flanking II's withdrawal bonus with enabling "Route Blitz", and Flanking III makes it significantly easier.
Tactics II could enable "Flanking Damage" for any units using it - not just mounted. (So Infantry with good "Tactics" would have a shot at getting behind the lines and damaging siege equipment on a successful attack.) Tactics III (available only to Recon and Mounted) could give a significant bonus.
Doing that would remove up to +45 of the most easily available Withdrawal bonuses.
Then just cut down on the bonuses available from Equipment? (Though it'd make sense for Battle Mounts to give Rout Blitz and/or Flanking Damage boosts.) Cut them in half and that's another +15 removed.
If post-combat healing kicks in before the postCombatPython checks damage to allow an additional attack, this would almost certainly be too powerful when combined with certain other promotions (anything giving first strikes).
Yep.
If we're looking for a flanking mechanic for horsemen, the BtS one can be adapted fairly easily.
Good - it's probably better.
I'm not sure where the infinite-blitz mechanic is going to be honest though. It would be potent enough if it were just the "reset hasMadeAttack" part, without giving back additional movement - the horses get to run down as many as they can, but are still limited in a way that is hard to exploit.
It's not actually infinite-blitz - only the first attack gets a move back. (I don't know why.) While that's not what I described as my idea back several posts I do think it's for the best. And in most situations I expect damage would keep attacks below 2-3. But, anyway, I agree: The conditional-Blitz itself - no movement bonus - is still a significant ability. And even a 1/turn movement bonus without the blitz-like effect is non-trivial. Would probably want to make the damage threshold higher.
Here's a proposal summing up the above:
Flanking I down to +15% withdrawal
Flanking II down to +5% withdrawal bonus and instead enables "Rout Blitz" - if the unit suffers 15% or less damage it can attack again.
Flanking III loses withdrawal bonus and instead allows a Rout Blitz at %25 or less damage.
Tactics II loses withdrawal bonus and instead enables "Flanking Damage" - either via BTS system (but add Arcane units)... or requires 25% or less damage and does (%25, cap 50%) damage.
Tactics III loses withdrawal bonus and instead gives Flanking Damage boost - perhaps 50%, cap 100%.
Battle Mounts lose withdrawal bonus and instead enable Rout Blitz at 10% or give 5% damage threshold improvement.
Sacred Horses has withdrawal bonus removed.
Tack bonus reduced by 5%. (May need to change/drop lower-level tack.)
Hauntstalk reduced by 5%.
If the Esus bonus needs to be lowered:
Deceitful withdrawal bonus replaced by in-borders only +10% defense increase. (Ambush Lite.)
None of that is playtested so the #s for Rout Blitz and Flanking Damage are sheer guesswork.