William Blake Posted January 19, 2022 Share Posted January 19, 2022 (edited) I’ve watched recent in-game footage multiple times, frame by frame in some cases. I have no idea what is still just a placeholder value or what is close to a final state, but it bothers me to I see current state of military gameplay. Strategic war is very lame or so it seems (I obviously take tactical RTS battles out of the picture because most of single player will be auto battles as well as all of multiplayer) This is what I see right now: Every single mechanics reinforces blobbing. There is zero reason not to have max army and zero reasons to split forces . Realistically speaking a player will have 2 maybe 3 marshals max. Which already limits number of military action available to a player, but moreover, mechanics of ally aid with a second marshal joining a battle makes it very beneficial to have second marshal nearby. Cost of a marshal including books spent in skills and time invested makes any loss a significant blow to a player, such that risking a marshal with out maxed army is foolish. Maxing army is very simple both from global barrack upgrades and kingdom levies with units created instantly on a click. So players will have maxed out tech1 or tech2 army all the time if they want. Army refill is also instant and can be done at once in most of your cities. Combat is extremely repetitive and bland. You can practically 100% see the result before armies even engage. All sieges are the same and expect zero decision making to be honest. Current mechanics of city garrison and town fortifications (% bonus to manpower) practically demands 2 max armies to overcome a city without much loses, especially with a potential reinforcement from an enemy (1 marshal plus garrison units), so running around with a weak single marshal has no reasonable goals whatsoever. Maneuvering is practically non existent, you can see a target you can take on – you move to it, you see army stronger than you – move away. Raiding any settlement is just locking one of your very few armies into place to give an enemy an opportunity to gather a gang force. All of the movement play I ever saw was tricking an enemy to siege and then add a bigger army to a city defense. Not impressive. Army refill is expensive, moreover “kingdom levies” and local worker resources are holding you from accumulating potential resources to recover in time from a big losses. (1k kingdoms levies resource limit is not enough for even 1 new full army in case of 1 marshal defeat. 150 levies per unit) Such that from a play to win perspective any military RISK has to be minimized – get all forces into a blob and try to win with a maximum advantage over an enemy in a shortest time. I really doubt this would be enjoyable and engaging experience for all of us. Since we all set on auto resolve battles being the main combat mechanics, I think we should think really hard to make it better. I’m afraid thinking about an extensive new combat system is counterproductive at this time, so I’ve tried to do as much as I can within current system we have been shown: 1) Change siege mechanics. Separate 2 stages – siege, during which attacker and defender loose little to no men, but attacker is decreasing (destroying) levels of fortifications. Such that if siege is long enough you can destroy all of the bonuses for defenders. Second stage – assault, is a battle with actual armies fighting based on remaining fortifications. During siege both armies should use food a lot. In fact I propose to have a cost in food to even start a siege so you can just hop in and out of sieges. Player choice should be a moment when to switch from siege to assault based on current situation. 2) During siege phase allow attacker to target city buildings instead of fortifications, such that given time an attacker can inflict economy damage to a city without a lot of losses given passive defenders. An attacker choice would be either try to reduce fortifications and take city with economy buildings or destroy economy and retreat. Defending player choice should be either hold enemy army wasting time and risk economy buildings or break siege going into offensive. 3) Make food to be the main limiting strategic resource on marshal/army level. Add new selectable option on marshal/garrison level – “Rations” (double, regular, half rations). Which would affect speed of food consumption respectively. With double rations army should get movement and morale bonus, with half rations should get debuf obviously but not starve for longer. On army UI add time calculation of remaining army food with a given rate of usage so a player can track and plan food as basically fuel for an army. 4) Make retreat actions cost food (you drop stuff as you run away). But it should be more or less easy to hit and run if you have food without risk to a marshal or a lot of army, which would allow harassing action against bigger armies and let a player to plan losses in terms of food costs rather than a catastrophic marshal or huge unit loss. 5) Make any army bigger than 3 units to move slowly and waste %-tage of food over time with each extra unit. Such that bigger army would be harder to maintain and harder to move. Light small armies should be able to raid enemy at longer distances faster but if caught would be weak and won’t be able to survive a lot with retreats costing food. 6) Make amount of food in an army cart to affect movement speed. Such that a small army with little food can have significant movement advantage. Small army with a lot of food would be slow, but could be used to supply another army. (also make UI to transfer food between armies, including other allied players). This would allow way more options for movement at different speeds and logistics (supply big army or a siege with food from far away). Max army with all the food is very slow but safest and needs no resupply. 7) Change upgrade system of the barracks from global to localized. Make localized upgrades (fletcher, swordsmith etc) cheaper, but easier to destroy during a siege, such that if you took a city you can’t just refill you army instantly based on your global upgrades but require to have appropriate upgrades to be present to refill respective unit types. 8) Add spy actions to sabotage food supply of a selected enemy marshal and cities in order to give non military way to harass a strong army or defense. 9) Probably add religion belies to reduce army food consumption, better bonuses from extra rations, reduced food waste of bigger armies. This would be easier to do at this point than adjusting/adding marshal skills or traditions. The expected result of this changes (I wish would be) the following: Siege vs assault phases would change the dynamics from "only capture or retreat" to "trade time for defense or do economy damage over time" Changes to food consumption would allow logistics of war to step into spotlight instead of arcade roaming around forever Variable army speeds due to army size and food rations would greatly increase tactical options Small armies would become viable for raiding and fast food resupply of main forces Ideally the war will switch from blob on blob maxed armies to more intricate play of supply, food shortage, harassing strikes and strengths vs weaknesses of multiple options instead of one size fits all approach Local barracks upgrades would make local state of a province capital to be main factor of army resupply, while new siege phase would allow to economically weaken given province military production. Hope I make my arguments clear. What do you think? Cheers Edited January 19, 2022 by William Blake Quote Link to comment Share on other sites More sharing options...
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.