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Thread: The Battle System

  1. #1

    Default The Battle System

    MA: Battle System

    1.0 Units have higher morale and better defensive skill.
    What this will do is make battles more prolonged. An early hypothesis for a base morale level would be 12. For lower class troops, it would go down to 8-10, for elite troops it would go up, maybe as far as 20. The defensive skill will further prolong the battle. A base could be 5-7. It would go up for places with strong/agile troops, and it would go down for lesser troops who might not be as agile.

    2.0 Mass dynamics
    The push factor. Hoplites will naturally have the biggest mass, maybe 1.5 to 2. The standard could be 1.2, with it going down for more spread out formations, staying the same for regular formations, and maybe 1.5 for legionnaires.
    Hence, the push factor, some thing along the lines of this:
    • Barbarians push peasant and like units
    • Legions push Barbarians
    • Hoplites push Legions
    • Hoplites push Phalanx while Phalanx pushes Hoplites

    3.0 The Charge Factor
    Infantry won't have a big charge. Spears will have a bigger charge, because the spear would be more propelled due to the thrusting motion. Heavier weighing(presumably) will have a bigger charge, because they have more momentum. Cavalry will have a very accurate charge, being quite high, reflecting the speed and momentum they would have from the horse, although once the horses get into battle, and have no further momentum, they will fight worse. Barbarians will have a high charge bonus, especially the fanatical ones. The reason in this is because they would just charge headlong into a wall of pikes to prove themselves, especially those in a frenzy, who might even try to keep running :mrgreen:

    4.0 The Ranged System
    Archers will be a bit more powerful and they will have a farther shot. Peltasts and others with javelins will have a very strong ranged attack, farther range, and will carry maybe 5-7 javelins. Slingers will have a stonger ranged attack, and will be AP, to show that all you had to do is hit someone to break a bone, unlike archers where you had to pierce the armour to kill someone. Horse archers should be given less ammo, and a bit more powerful attack.

    5.0 Attack Factor
    Spearmen will have a weaker attack than swordsmen, but with the bonus against cavalry will make up for it. Units with heavier weapons will have a stronger attack, due to the momentum from the weapon. Bear in mind though that someone from Rome might not wield a 2 Handed Axe as effectively as someone from Germania.


    The MA Team


    note: This is currently in developement. Any feedback and/or comments are appreciated.

  2. #2
    Notepad user Member Red Spot's Avatar
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    Default Re: The Battle System

    Quote Originally Posted by Roman_Man#3
    4.0 The Ranged System

    Archers will be a bit more powerful and they will have a farther shot. Peltasts and others with javelins will have a very strong ranged attack, farther range, and will carry maybe 5-7 javelins. Slingers will have a stonger ranged attack, and will be AP, to show that all you had to do is hit someone to break a bone, unlike archers where you had to pierce the armour to kill someone. Horse archers should be given less ammo, and a bit more powerful attack.

    Was just skimming through this forum when I noticed this topic ...
    (did see it is over 1/2 a year old

    Just like to point out a few things;
    -I pers. wouldnt advice much higher ranges than ~160mtr for archers, else the player gets an even larger edge in ranged-combat
    -Keep archers balanced relative to the infantry, not an individual balance, but based upon infantry stats, if not you likelly end up with battle-balance's that says that for instance a roman-archer is a bigger/stronger force than a praetorian cohort ....
    -try to work without AP, the difference in my tests is minimal but again for auto-calc balance makes ranged units much too strong ...
    (possibly a reason why pilum-infantry does so great in auto-calc ...)

    for the rest I generally like the setup ;)
    (Imo, within a different concept we seem to aim for a similair setup)


    G

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