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  1. #1
    Provost Senior Member Nelson's Avatar
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    Default Re: Some info on shogun2 units.

    "As we have said before we have gone for a strong stone-paper-scissors gameplay for Shogun 2."

    I have never liked rock-paper-scissors unit design and hope that it turns out to be mostly talk. I want the units to behave as they did in reality. Proper formations, stats and behavior are very important to me. RPS oversimplifies and distorts. What are the first (and most popular) mods to appear every time? Mods that improve realism.

    I suspect that the yari was in fact used in formations by the ashigaru and more loosely by samurai. Samurai would have chafed at being in formation. Ashigaru could be compelled. Since longer spears (pikes) are only practical in a formation, the samurai would have used shorter yari.
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  2. #2
    Retired Senior Member Prince Cobra's Avatar
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    Default Re: Some info on shogun2 units.

    Quote Originally Posted by Nelson View Post
    "As we have said before we have gone for a strong stone-paper-scissors gameplay for Shogun 2."

    I have never liked rock-paper-scissors unit design and hope that it turns out to be mostly talk. I want the units to behave as they did in reality. Proper formations, stats and behavior are very important to me. RPS oversimplifies and distorts. What are the first (and most popular) mods to appear every time? Mods that improve realism.
    Well, RPS system always gives tactical edge to the battlefield tactics. The decision to use sword units into the melee also seems logical. What's the problem with that? Do you mean that the units should be only teppo ashigaru, ashigaru, archers and some cavalry?
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  3. #3

    Default Re: Some info on shogun2 units.

    Quote Originally Posted by Prince Cobra View Post
    Well, RPS system always gives tactical edge to the battlefield tactics. The decision to use sword units into the melee also seems logical. What's the problem with that? Do you mean that the units should be only teppo ashigaru, ashigaru, archers and some cavalry?

    Not always. Hard counters don't always make for better gameplay. Warcraft 3 and Starcraft 2 had more unit/armor types and more hard counters than Starcraft:Broodwar but the latter still has deeper strategy and tactics. I believe that counters should be based on how the units function, and not just because of some arbitrary bonuses against certain type of units.

    Spears should get a bonus against cavalry. But sword units, for example, should be used because they are more manueverable than spear units, not because they have some arbitrary bonus when fighting spear units.

  4. #4
    Nur-ad-Din Forum Administrator TosaInu's Avatar
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    Default Re: Some info on shogun2 units.

    Quote Originally Posted by Nelson View Post
    I have never liked rock-paper-scissors unit design and hope that it turns out to be mostly talk. I want the units to behave as they did in reality. Proper formations, stats and behavior are very important to me. RPS oversimplifies and distorts. What are the first (and most popular) mods to appear every time? Mods that improve realism.
    Weapons have an edge over other ones in special situations and vice versa. A long spear indoor (low ceiling, narrow and some columns) or a short sword. How about an open field next? Feels realistic to me. Not that the strongest weapon in a situation should always wins, but it has an edge. This will have to be modeled somehow. I feel that's what RTW RPS tries to achieve.

    Strong RPS can mean anything. It could mean strong RTW RPS, which basically means that a weapon is better than another in a given situation, but it could also mean that a certain weapon almost always beats a specific other one (no matter how, why or what).
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