Otokomi Innue
09-03-2001, 10:23
Okay.
There is a lot of discussion in several threads about the way "reinforcements" are handled in the xpack. (the definition for this post for the word "reinforcements" is troops placed in or existing in a province intended to be part of the main force but due to game restrictions are not included in the battle initially but can be both swapped in during initial deployment and sometimes show up [Solpsist http://www.totalwar.org/ubb/wink.gif ] to replace troops that have routed, been withdrawn, or been dispatched by the enemy -- this definition will hopefully prevent this discussion from cascading into a debate about reserves and reinforcements [Kraellin http://www.totalwar.org/ubb/rolleyes.gif ])
For your enjoyment, and hopefully for the betterment of this community and our beloved STW:MI I present these questions to you:
1.Should reinforcements (see above definition) be random, marching in from all directions, the wrong side of the river, etc.?
2.Should there be a way for players to select which of your reinforcements enter the field (SA or HC, etc) first a la "swap out" button appearing when troops leave the field?
3.Should players have control over the entry point or placement of these reinforcements?
a.via a controlled area scheme.
b.via a my half/enemy's half.
4.Are there any other ideas out there to change the current setup?
__________________________________________________________________________________________
This is an excerpt from another post on this subject:
....In my mind, there should be a little more player control in the deployment of reinforcements. I highly doubt that Daimyo would allow random utilization of such strategic assets.
With the implementation of the new "swap out" button (found on the top right during the deployment phase of combat), it wouldn't be a stretch to have a similar button become active when a unit diengages and leaves the field.
For example, if I order my spent archers to withdraw to make room for fresh units, and in battle I am in desperate need of some more archers, I should be able to choose archers from my reserves instead of the YA I don't need. Also, why not have the opportunity to deploy them (choose the point of entry) in areas under my control or my side, for ease.
____________________________________________________
Another excerpt:
...If the enemy was organized, I would have to reply with equal organization...STRATEGY!!!
There are two ideas:
1.The idea of controlled space on the field could work like this. A percentage of troops (or specific number of troops) would qualify an area as being "controlled". 2 Units of YC would not qualify, making them as vulnerable as you described as the enemy would still have theoretical control of that portion of the map (his default half). A larger force could do 2 things:
a)Control enough of the map (rout all or most of the enemy troops) to prevent any reinforcements. This prevents the sacrifice of weak reinforcements in small numbers who have no hope of pushing us back.
b)If I control 2/3 of the map, or a specific objective (that ridge on the east) it would be very strategic to march my new troops from the nearest controlled border to that objective.
2.The option to choose from the available forces. I took the trouble to bring 5,000 troops to this province, I want to deploy them as I see fit, where I see fit (control).
A bonus idea is this. The controlled area could be identified in the "Map View" in a similar manner to how it is set up during the deployment phase (transparent overlay).
I believe this would all work well because it can be easily implemented. These ideas would use the same tools and 'code' that is already complete during the deployment phase.
_____________________________________________________
These excerpts are from:
http://www.totalwar.org/ubb/Forum1/HTML/002041.html
Comments please
[This message has been edited by Otokomi Innue (edited 09-03-2001).]
There is a lot of discussion in several threads about the way "reinforcements" are handled in the xpack. (the definition for this post for the word "reinforcements" is troops placed in or existing in a province intended to be part of the main force but due to game restrictions are not included in the battle initially but can be both swapped in during initial deployment and sometimes show up [Solpsist http://www.totalwar.org/ubb/wink.gif ] to replace troops that have routed, been withdrawn, or been dispatched by the enemy -- this definition will hopefully prevent this discussion from cascading into a debate about reserves and reinforcements [Kraellin http://www.totalwar.org/ubb/rolleyes.gif ])
For your enjoyment, and hopefully for the betterment of this community and our beloved STW:MI I present these questions to you:
1.Should reinforcements (see above definition) be random, marching in from all directions, the wrong side of the river, etc.?
2.Should there be a way for players to select which of your reinforcements enter the field (SA or HC, etc) first a la "swap out" button appearing when troops leave the field?
3.Should players have control over the entry point or placement of these reinforcements?
a.via a controlled area scheme.
b.via a my half/enemy's half.
4.Are there any other ideas out there to change the current setup?
__________________________________________________________________________________________
This is an excerpt from another post on this subject:
....In my mind, there should be a little more player control in the deployment of reinforcements. I highly doubt that Daimyo would allow random utilization of such strategic assets.
With the implementation of the new "swap out" button (found on the top right during the deployment phase of combat), it wouldn't be a stretch to have a similar button become active when a unit diengages and leaves the field.
For example, if I order my spent archers to withdraw to make room for fresh units, and in battle I am in desperate need of some more archers, I should be able to choose archers from my reserves instead of the YA I don't need. Also, why not have the opportunity to deploy them (choose the point of entry) in areas under my control or my side, for ease.
____________________________________________________
Another excerpt:
...If the enemy was organized, I would have to reply with equal organization...STRATEGY!!!
There are two ideas:
1.The idea of controlled space on the field could work like this. A percentage of troops (or specific number of troops) would qualify an area as being "controlled". 2 Units of YC would not qualify, making them as vulnerable as you described as the enemy would still have theoretical control of that portion of the map (his default half). A larger force could do 2 things:
a)Control enough of the map (rout all or most of the enemy troops) to prevent any reinforcements. This prevents the sacrifice of weak reinforcements in small numbers who have no hope of pushing us back.
b)If I control 2/3 of the map, or a specific objective (that ridge on the east) it would be very strategic to march my new troops from the nearest controlled border to that objective.
2.The option to choose from the available forces. I took the trouble to bring 5,000 troops to this province, I want to deploy them as I see fit, where I see fit (control).
A bonus idea is this. The controlled area could be identified in the "Map View" in a similar manner to how it is set up during the deployment phase (transparent overlay).
I believe this would all work well because it can be easily implemented. These ideas would use the same tools and 'code' that is already complete during the deployment phase.
_____________________________________________________
These excerpts are from:
http://www.totalwar.org/ubb/Forum1/HTML/002041.html
Comments please
[This message has been edited by Otokomi Innue (edited 09-03-2001).]