Friday, April 13, 2012

Capturing; or Morale: Taking a third option

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This is Shogi. I just want to get my inspiration for this idea out in the open as quickly as possible. For those of you who can't make heads or tails out of this diagram, check out this handy reference for chess players. It will make it easier to understand the idea.
The idea is Capturing. In shogi, unlike chess, when a piece is captured, it is not killed. Instead, it is considered "in-hand", and can be placed on the board under the control of the capturing player, though there are some restrictions when it comes to pawns, and other details, but they are irrelevant here.
For Kings and Castles, the idea is a bit broader. There has been discussion about whether a morale system would work, and how it could be implemented. Suggestions so far are to make it work via debuffs─as in Dawn of War─or as a reason for troops to cut and run─as in Total War. I'm proposing a third option, surrender.
Essentially, when units run out of morale, they will surrender. This is essentially the same as death, except that they can be captured and re-deployed by the capturing side. This would be more like reclaiming in SupCom than like SupCom's capturing, as the units wouldn't suddenly switch sides and become fully confident again in their new allegiance. They would instead be removed from the map, then rebuildable at wherever their appropriate construction structure is, but without the training time.
Why should this be implemented? Simply put, adding morale provides new avenues for units to affect enemies, but in the two implementations I touched on at the start, the effect is either an artificial number change, or a temporary and chaotic removal of player control, despite them still owning the unts in question. This idea essentially kills units without morale for the purpose of ownership and control, but allows for a benefit to removing morale, instead of simply removing health. As well, having capturing and re-deployment would allow for different methods of putting armies into play, and would create even more resource tension than just reclamation of resources.
It should be noted that with a system like this, it would be necessary to design units to generally deal more health than morale damage, or by killing units, deal morale damage to their comrades. This way, armies would still die more than be traded back and forth, but the reuse would still be there. Also, the idea is that re-deployment is instant, but limited to wherever there is a base camp or some other relevant unit production structure. As well, units could be pulled back to their own sides after breaking, but that would be much like capturing, except by the original owner.
Lastly, bear in mind that this system, while not providing any explicit benefits to having morale or explicit debuffs in losing it, still motivates a player to retreat near broken forces, or to find ways to rouse their spirits. It just does so in a way that doesn't involve changing rate of fire or damage number, nor takes control away from a group of units that a player owns.
One other thing, I suppose the units surrendering could also be executed instead of captured, but that is not what I am discussing.|||its a nice idear could be implemeted pretty well in this game I think. altough, you could also add something extra. we already know K&C is going to have Neurtal guys(rebels). so you could add the chance that the demoralised unit becomes neutral and enemie to both factions. this way, the rebels would never really be defeated and would still pose a threat later in the game.|||Perhaps a bit of both. I mean, there will still be a time where that unit has 0 morale. I suppose if the units with 0 morale are uncaptured (for example, they lose morale to an artillery strike, or lose it but the enemies attacking them die as well) then they could possibly join a neutral faction once their morale recovers, but that's kinda drifting away from the main idea.|||I'd think something that might work well with a "dark" faction is to implement parts of your idea and add some new ideas. Basically, I guess whatever might be the evil faction, or a particular "dark" route down a potentially light vs. dark sided tech tree for a faction might have the ability to use captured units as meat shields.
So once a faction routes the units, they get stripped of their armor and most of their weapons (probably just make a new unit called cannon fodder) at either some detainment facility or some sort of location specific area (so that way this doesn't happen instantly, units must be moved to an area away from the previous battlefield).
If the units make it back to the detainment camp, they fall under the control of the winning army, and are capable of being sent off to combat once more (after a brief time period as they get reorganized). Should the losing faction strike again while the units are on the move to the detainment camp, they can recapture the units, and restore the morale of the routed units.
So basically, the units that were routed become neutral during their trip from the battlefield to their destination in order to allow the loser to regain his troops.
Thoughts?|||I had considered that initially to better explain the transport of units (other than using magic), but I was concerned that it would lead to there being little use of the ability to capture, given the risk involved of the units in question dying.
As for faction-specific stuff. I don't see why all factions can't capture (I mean, loyalties can be changed, and death isn't usually desirable), but maybe some factions would strip armour and weapons and just drive captured soldiers to their deaths, while others would simply re-deploy them as they were, but under new management. Perhaps a faction would have the option to recycle units into resources when they are captured.

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