Superb work guys! I'm extremely impressed with what you've done, as well as the amount of research and time you must have put into all of this. Truly remarkable stuff, and well worth the wait!
I was involved with the RTW community many, many moons ago, but eventually lost interest in the whole affair and dropped out. I must say, your mod has re-kindled my enthusiasm for this game!
After downloading and playing the beta, I have a few thoughts and suggestions for your consideration.
When RTW first came out, there was much grumbling about archery and javelins. Some said they were overpowered - some underpowered. What everyone pretty much agreed on was that something didn't seem quite right about the way it was modelled in RTW. In response to this, I developed a little mod for RTR called the "shield mod" (which later evolved into the "total combat" mod). It was well-received and eventually adapted and combined into RTR. Here's the theory behind it:
As I'm sure you know, RTW rates a unit's defense characteristics on three variables: X/Y/Z, where X=body armor, Y=defensive skill, and Z=shield. The difference between these three variables has everything to do with ranged attack. "X" is always factored into a ranged attack, "Y" never is, and "Z" is only factored in when the unit is attacked from either the front or left flank.
With this in mind, a casual perusal of the "EXPORT_DESCR_UNIT" file will quickly reveal that shields are consistently rated as less valuable than body armor. This, in my opinion, is a terrible mistake.
The shield was the primary piece of protection that a soldier in the classical period could possess. Body armor was always a secondary perk. Note that when the Spartan hoplites realized they needed to be quicker on the field - it was body armor they decided they could live without - not their hoplons.
In fact, the only hand-to-hand units to fight without shields did so because they required two hands to operate their weapon. These units were willing to trade defensive protection for the added offensive impact that the heavier weapon provided, but they were usually considered "crazy" (e.g.: berserkers) by most "sane" troops.
Why is a shield better than body armor? Here are five good reasons:
1) It is maneuverable. You can adjust the protection to meet the threat as needed.
2) In the case of a ranged attack, you can crouch behind the shield protecting most, if not all, of your body (depending on the size of the shield, naturally).
3) It provides a buffer zone. If the shield is pierced, or shattered, the torso remains intact. Not so with body armor. Also, if a shield is seriously damaged, it can be quickly replaced (assuming another is close at hand).
4) In the unfortunate event that you may have to flee or swim, a shield can be easily discarded.
5) It's less expensive and more easily constructed than most body armor.
All of these facts may seem pretty obvious, but unfortunately, none of them seems to be taken into account in the "EXPORT_DESCR_UNIT" file.
The current defensive ratings seem to be somewhat arbitrary. Most units seem to receive an “armor bonus” that falls somewhere between 1 and 14, a “defensive skill” bonus between 5 and 12, and a “shield bonus” of between 1 and 5. In other words, the biggest and best shield that money can buy will only add five points to your defense, whereas the little square piece of armor on the front of an early Roman Hastati adds 7 points!
My recommendation, is that these values should be more standardized, and slanted more in favor of the shield. For instance:
Shields:
3-4 points for a small shield (slingers), 6-8 for medium (hoplons, round barbarian), and 9-10 for large (scutum, full length barbarian shields).
Armor:
2 points for a small helmet. 3 points for a helmet that protects the sides of the head.
2 points for greaves.
2 points for the little square piece of metal that Hastati wear. 4 points for leather, 6 for chain, and 8 for plate/banded.
Defensive Rating:
Base rating should be 2 points across the board. This is as per the original RTW. Bonuses as follows:
6 points if the unit is unarmored. This takes into consideration the unit’s added maneuverability and speed in avoiding blows. Note that this number will not be factored in a ranged attack.
2 point bonus if the unit is highly trained. 4 point bonus if they are elite.
With this system, an early Hastati would have a rating of 5/2/10 (possibly 5/4/10 if you argue they were highly trained), giving a total defensive rating of 17 from the front (15 vs missiles) and only 7 from the rear (5 vs. missiles).
Currently, early Hastati are rated 7/9/3. The overall defense remains basically the same, except that the Hastati benefit from all round armor protection (from the front and rear), and all round protection from missiles, which in reality they don’t possess. I am just using Hastati as an example here, this holds true for any unit.
On the other end of the spectrum, many barbarian units have only a shield for protection. Since the most they can currently hope to derive from this is a measly 5 points, they extremely vulnerable to missile attack - especially considering that many seem to possess some of the largest shields in the game. Upping shield values gives them the protection they deserve from the front, while still leaving them realistically vulnerable from the left flank and rear.
One last point and I’ll bring this ridiculously long post to an end:
I notice that the attack values for javelins and arrows have been reduced. After much play testing with the above armor values, I found that it seemed to work best if archer attack values fell between 5 and 7 (depending on skill of the unit). Javelins and pilum should be higher, (maybe 8-11) and should all have the AP (armor piercing). I noticed this trait was removed from these units (presumable because you felt they were overpowered – they won’t be if you up the shield ratings). The great advantage of javelins and pilum over slings and arrows was their AP ability. If you remove this, then you will render skirmishers obsolete, since archers will be more effective in every respect.
If you made it this far, then thanks for your patience! Whether you adopt these ideas or not, I look forward to your mod with great anticipation!
Best regards,
Macroi
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