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derF
05-29-2005, 14:57
Would it be great if there was more control allowed for your units behaviour?

Im thinking of:

>>>>>>>>> Different levels of movement speed (obviously influenced by armour)

1 - Casual
Units move in a way that will not make them tired. But it will be quite slow.

2 - March
Units march confortably to an area, but not slowly. They will tire only slightly after longish distances.

3 - Jog
Units will slowly run to an area. They will get tired after longish distances.

4 - Haste
Units will run their fastest. They will sprint and become tired after a shortish distance.

>>>>>>>>> Diffrent combat respones

- Look At
A unit will swivel and face and continue to do so to a selected enemy unit on its own.

- Defensive
A unit will inflict low number of casualties in favour of a higher survival rate. In order to "buy-time". This one gets me excited!

- Neutral
A unit will react in equal amount in terms of aggression and defense.

- Aggressive
A unit will inflict more casualties but it likely to suffer more casualties quicker than defensive.

- Smash
A unit will charge and break formation in order to attack a unit as ferociously as possible. Obviously, a Legionaries and Phalanxes will not benefit much at all from this attack, but barbarians will!

>>>>>>>>>>>>> Missle Related Controls

- True Fire At Will
Each soldier in an archer unit may fire at different enemy units at different rates. Thus resulting in a constant rain of arrows on multiple enemy units.

- Maximum Range Fire
a missile unit will use its front rank to fire and rotate, allowing the units barrage to be more frequent and longer range, but less effective in one barrage. Think of MTW!

- Careful Shot
A missile unit will have no haste in spending more time to aim and put more power into the shot. Barrages will be more effective, but less frequent.

- Rapid Fire
As you can imagine, this can be used for those "up-close" situations. Units will fire as quickly as possible, with reduced accuracy and will tire. But short range enemy casualties will be greater.

>>>>>>>>>>>>> Cavilry Related Controls

- Follow Through
A cavilry unit will attempt to charge and smash through the depth of a selected enemy unit. It can cause the enemy unit to rout, but it may fail and suffer heavy casualties.

- Chip
The cavilry will charge and attempt to chip-off the side of an enemy unit. Skirmish away safely and repeat.

- Directional charge
You will have the option to order your cavilry charge to smash up and left or up and right in a Follow Thorough type attack.

- Safe Retreat
If a cav unit is stuck in close combat, it will attempt to retreat and rally somewhere safe without committing to a full rout. Casualties may be high, but its better than a rout.

So what do you think guys????

lilljonas
05-29-2005, 15:00
Well... for one thing, I would not be comfortable with doing these manouvers without pausing, since the action is wayyy too fast already! :D

But it's nice ideas that would indeed make the strategy part a bit more deeper than the shallow pond that it is today.

Craterus
05-29-2005, 15:01
Sounds good. I like the infantry and missile one's. The cavalry ones are also good, but my least favourite.

IliaDN
05-29-2005, 15:03
Well I think the idea , itself , is quite good , but it will be hard to make it in the game.

derF
05-29-2005, 15:18
Well, of course it is a good idea to be used with Pause. Infact, even with todays controls i use pause on almost every single manouvre.

One effect of using these controls would be that your manouvres would be greatly rewarded, that is, if you make the right choice. :)

Im not too sure on the difficulty of modding this into the game, but i assume it would be harder than skin-modding.

Imagine the amazing manouvres you can pull off! If anyone has anymore ideas i terms of controls, feel free to post them.

The Stranger
05-29-2005, 15:32
sounds good. you've done some thinking on this. but the killrate really has to go down if this will be used

derF
05-29-2005, 15:45
Which control in particular are you referring to?

The Stranger
05-29-2005, 17:45
....

AtorianPaladin
05-29-2005, 17:46
Um, they realy need to implement a moving wheel, I don't think a phalanx could realy do it, but I doubt a phalanx could have 3 different companies stack ontop of each other and point 18 foot spears in different directions.

The individual fire mode for archers would be great, especially in forests. I find it very anoying to have your archers fire a volley in a high arc through woods, and just waste arrows in the trees. I think it would be excelent for ambushes if the archers can spread out to get the best field of fire.

Oaty
05-29-2005, 21:31
Defensive-A unit will inflict low number of casualties in favour of a higher survival rate. In order to "buy-time". This one gets me excited!

Um.... theres like this thing........ ummmmm called guard mode. ~D

Ok how often do you use guard mode?

Because that is exactly what guard mode does, The unit holds its formation and will not turn. Along with this the unit stands shoulder to shoulder making a nice defensive wall. Now guard mode is'nt good at killing but it also prolongs the fight allowing you to work the flanks with othere units

Guard mode - static unit that won;t move unless ordered and the unit will be self preserving unless it's formation get's disrupted.

The Stranger
05-30-2005, 14:00
yup, but the other controls are new, and pretty useful