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If movement speed is reduced, it's reduced for both players, and proportionally for both cav and inf so the relative speed stays the same. If cav was 2x the speed of inf before, it will still be 2x the speed after. If the cavalry unit is 2x the distance from a gap than is an inf unit that might block that gap, the cav unit will beat the inf unit to the gap if it moves first. The player who moves first can be further away by the distance his unit can travel during the time it takes his opponent to react to his move.
True. But reduction in speed is rarely just about relative and numerical performance in maneuvering between units, nor is it just about linear increase/decrease in management loads. To parapharase a certain Mr.Gates, it is all about "speed of thought". The relative speeds may increase/decrease in proportion, but human reaction is different. And the those very differences in actual response time is what is fundamentally different between RTW and STW/MT.
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As movement speed is increased, that distance increases. The question is from how far away should these unblockable offense moves be possible? In STW and MTW, you have about 5 seconds to react to a cav charge on your skirmishers with cav of your own which is a consequence of the speed of the cav, the range of the shooters and how far behind them the protecting units have to stay so as to avoid taking losses.
There is no such thing as 'unblockable defense'. The seemingly 'unblockable offense' is not resulted from a change in the gameplay system, but rather resulted from the tendency of players to rely on out-dated styles of tactical preference. For one thing, the very instance you've mentioned itself derives from STW/MTW tactical habit of forming standard skirmisher lines ahead of the main battle line.
There are basically no problems in retreating the skirmishers from the front whatsoever. Like you've said above, the increase in movement speeds are proportionate. The cavalry moves fast, but the skirmisher infantry also moves much faster than before. The only real problem is that a 'decision' is required much earlier in the phase in RTW. Many people retained the old MTW habit of 'watch enemy movement until enemy intentions become clear'. Only when it becomes clear that the cavalry was rushing for the skirmishers people pull them back, which, in most cases is too late. The decision should have been made earlier, or at least, the player should have been ready the moment the cavalry made a movement towards the center.
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From a gameplay perspective, unit speed can't be divorced from ranged unit effectiveness, melee fighting speed or fatigue rate. Simply slowing down movement speed would make ranged units more effective, reduce flanking tactics and deter running.
Exactly. You may not realize it, but this really is EXACTLY what some people want. Contest of two stagnant battle lines with little change in both sides, both sides relying heavily on archers and basically "waiting it out" until attrition has dealt its blow. The gripes and complaints of RTW MP being unbalanced by the Egyption faction, is at heart because their unit stats are ideal for tactics suited for MTW-ish behavior.
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In addition to that, the movement speed in RTW is determined by the speed of the animations which are not easily changed. So, I think the movement speeds were probably one of the first parameters frozen, and the gameplay then built up around them. However, it's unfortunate that they somehow decided upon unrealistically fast movement speeds. It looks silly for the scale of the game, and, although it's tolerable in single player, the combined 25% increase in unit slots and 50% increase in running speed means significantly less ability to coordinate your units in multiplayer.
Make a rough scale and measure how fast the infantry and cavalry are moving when running, and compare it to real life. They are not 'unrealistic'. 'Unrealistic' is when the infantry or cavalry moves like it did in MTW - slow.
Also, people have a very bad habit of defining realism on their own basis, which, I will talk about in the next paragraph.
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You're right on target when you say there is less management in RTW. Gone are the days when superior coordination of units was how you won these games, and it's replaced by first strike type of tactics.
This is it. This is exactly the problem.
Just what exactly is 'coordination'? How did 'coordinated' troops move on the battlefield?
Many people confuse 'coordination' with 'tidyness', as much as they confuse 'tactics' with 'management'. This is also a tendency that was inherited down from STW and MTW.
Battle columns and lines are clean, square, and tidy BEFORE the battle starts. Once the battle starts, it is total chaos, with lines breaking up and reforming everywhere simultaneously. Partial routs and advances make it very hard for the commanders to make judgements on whether they are really losing or winning.
The legendary generals of history are 'legendary', because among that chaos they could still make accurate judgements on what to be done, not because they made clean formations and reacted passively to every first move and countered the enemy. Legendary generals always took the first initiative on the battle field and never lost it. The only time they went passive and waiting for the first strike, was when they were disadvantaged. With enough men they always made the first move, forced the enemy to think, forced them to make wrong decisions. And with blinding speed, they did so. Bold and daring maneuvers derived from accurate judgement of the state of battle, and often the enemy had little time to counter it. Grabbing the first initiative and not letting go was THE most important thing in battle.
Formation of battle lines are merely there to help carry out the initial plan they have thought of before the main lines clash. A plan is only a plan, and every bit of it changes according to the situation once the main lines collide. For this very reason Alexander the great himself has said, "a battle is dynamic", and Julius Caesar firmly states, "you cannot win by following manuals".
However, sometime after the STW and MTW experience, which at that point the people considered the game as 'most realistic battle experience'(and rightfully so.. at least, at that point), somehow the exact trimming and catering, clean-cut micromanagement of pretty-looking battle formations uring battle, has become confused with "overall coordination".
"Coordination" in former TW series, has come to mean;
1) managing tidy formations DURING battle
2) controlling everything in a precise manner DURING battle
3) battling as if it was a board-game, SHUNNING chaotic states
This is a serious bast*rdization of the meaning of "coordination".
Why is the 'first strike' considered 'uncoordinated' in the first place?
Because people got the wrong notion that you're not supposed to draw first blood. The first charge, first move is what 'barbarians' were supposed to be doing. Waiting out, maintaining clean formations, countering every enemy move as if playing chess - that is supposed to be 'tactical' and 'coordinated'. (which the irony is, even in chess the winning player is the one who usually grabs hold of the first initiative, and forces the opponent to become passive)
They also got the wrong notion that if the lines become messed up and does not look 'rectangular', it means the troops are 'uncoordinated'. Or if the battle lines are disrupted and bent, it means its an uncontrollable slugfest.
This is a battle. It's supposed to be messy and chaotic.
Think of it as American football. People who don't know football, at first glance think it's a barbaric game of pure brawn. By that standards the team which got the biggest line backers would be always winning. Except, football is all about tactics. The 'formations' may look pretty before the hut-hut, but once the ball moves it's total chaos. Linebackers don't manage clean-cut 'defense lines' as one may think. There are holes and opening everywhere, with people tumbling and tussling around, initial formations warped and bent and augemented. Despite that chaotic state, if the coach, and the players make correct judgements, receivers will successfully flank and afford a new 1st down. So, is football an 'uncooridnated' sport?
'Coordination' is the ability to contol units despite the chaotic status they are in. Stopping the units from entering such dynamic state, and pushing them forward in an orderly rank-and-file to battle out that way - that's not 'coordination'. You don't do that in when the battle really starts. You do that when you march in a parade.
The first move is powerful, because the people who move first has got the first initiative. It's supposed to be like that. If "A" makes the first move, they take the first initiative. The passive "B" must observe, analyze, and then come up with a countering plan to A's movement. This worked in Roman's vs Barbarians, because while the barbarians had the first initiative, they did not know how to use it.
Things are different in a battle of peers. It's gonna be too late when the enemy cavalry is already riding up your left and right. They are supposed to be stopped before they reach that position in the first place. That's why the 'standard' formation always has cavalry at the right and left. The moment the enemy cavalry advances, this side's cavalry must also make a move. You don't wait out and see if the enemy will flank you or not. You're supposed to make the first move, or at least react immediately if you've lost the initiative, and try to get it back.
None of this is present in STW or MTW. All of it is present in RTW.
Granted, the quick routs and quick kills has seriously done the basic system injustice. More often than not the first move becomes the only move, because the fast kill rates make an already fast paced game much too demanding even for veteran players. That's why I don't object in slowing down the kill rates and make the process of duking out in the main lines much longer. But like mentioned before this has essentially nothing to do with the tactical importance of the first initiative.
RTW battles have "coordination". It has "tactics". Much moreso than STW or MTW can every be.
It's just that the truth about 'coordination' and 'tactics' is so shockingly different from what people have imagined that they felt they were slapped in the face. The irony is the more RTW comes to resemble 'reality'(at least much more real than STW or MTW would ever be), the more the people reject it on grounds of 'not being realistic'. The 'realism' perceived by gamers, is seriously flawed.
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Now I'm going to try to make those damn phalanx units work in multiplayer after the v1.2 patch is released, but if RTW turns out to be just a cav/archer thing, then I won't be playing RTW multiplayer.
The 'archer thing' has nothing to do with tactics. It simply a problem of misbalanced units in case of Egypt. In case of 'cavalry', their tactical importance is nothing irregular. Despite all their weaknesses cavalry was one of the most important units in ancient times - in some occasions, even more so than the Medieval ages.
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I'm sure a lot of players will love it like that, but I don't see a big reduction in the defensive aspect of the game as an improvement.
Well, it's everyman's own. But playing defensive is supposed to get you lost. You're supposed to defend when it looks like you're disadvantaged, not bring out an army and set it up in defensive lines the moment you see the enemy forces.
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Alexander's charge up the middle worked at Guagamela because first he drew the potential blocking unit to the flank and tied it up there. What I hear you saying is that you want to be able to make a charge like that without diverting the defensive unit, and succeed simply because the opponent can't react to your move.
All of the 'blocking units' that tried to flank Alexander were cavalrymen. They weren't even supposed to be flanking Alex's right wing. The miscommunication and poor judgement created a gap left of Darius, which Alexander immediately realized and decided to drive a nail into.
And no, I don't want a cavalry that just charges through everything. I want a cavalry that's fast enough approach and drill through a gap, and not have the enemy watch my cavalry move for some 20 seconds just to close 200 yard distance, think about what they are gonna do, realize that his line has a gap, and merrily reinforce it before the cavalry even get there.
What's the use of ingenuity that recognizes an enemy weakness, when no matter how fast you recognize it the enemy can counter it eventually?
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I always attacked in STW and MTW, and I was able to exploit gaps and unprotected flanks, and they were exploited on me if I had them. The reason MTW became a slow moving game was due to the fatigue being optimized for the smallest size maps, but battles were almost always on larger maps.
Guess why people had to move so much in the larger maps.
It's because each side decided to tuck into the highest ground possible, furthest away from the enemy, in the most defensive position attainable with those units. And then, wait and wait and wait and wait until the enemy came to them.
One side gets bored, starts the long(and slow) march to the end of the map where the enemy lay, and then wait again for arrow exchange. Run out of arrows, and then start moving around. The guy who got bored and moved his troops first, also has more fatigued troops, more hurt by arrow fire, and more likely to lose the battle.
If you consistently won in STW and MTW as the "guy who would not wait, and actually try to do something instead of being a couch potato", then I salute you. Evidently, the way STW and MTW was made, you did something that was seriously disadvantaging and still won the day.