[:1]I must advocate for a squad-based system given the nature of assumed medieval-type warfare based in a fantasy world.
Tactical simulation on the field of battle is paramount to a respectable presentation of a game that will undoubtedly pivot upon the "field of battle".
Squads will allow for control of supportive morale systems, command systems, engagement mechanics, and retreating mechanics.
Warcraft 3 allows a player to command all of her warriors to run right through the enemy's frontline and engage weaker units in the rear without restriction. Nonsense!
I would suggest that GPG look to the Total War series of games for effective tactical simulations of medieval warfare. I do not believe a better model exists. Since we are to think "big" here, lets do it right. The Total War community has been clamoring for a mulitplayer campaign - Kings and Castles could prove to be a close emulation of such an experience. The game's scope remains unrevealed...
Kohan, Immortal Sovereigns also employs a decent squad-based system that includes engagement modes and morale. Kohan's ranged combat is quite pedestrian, unfortunately.
Please do not forget that morale is an essential component for a leader and her regiment. Morale, in fact, is often THE essential measurement of a force's effectiveness. An occasional "burst of courage" or "loss of heart" could be interesting. Leaders, equipment, fellow warriors, magic spells, and experience could provide increases in morale.
Please do not allow archers or spellcasters to freely fire at groups of engaged melee combatants without regard for friendly fire! Archers can be allowed to fire initial volleys at the beginning of combat, or continue to fire at enemy units that are not engaged. I would have them ready melee weaonry for close-quarters combat after they have loosed their opening volleys, perhaps.
I favor an engagement system that forces squads to lock into an engagement on proximity. A controller can force a retreat at the expense of an engaged force's morale bar.
More to come...|||I would prefer it if you made single units but where then able to group them together. I always feel limited if i am forced to have a certain amount of units in a squad.|||I would like to see the size and contents of a "regiment" regulated by the command capacity of a "leader". A player could have multiple regiments lead by multiple leaders. A player could also employ leaders leading other unique characters, who in turn lead common characters. A chain of command perhaps.
A unique character could have three primary command attributes instead of just one. Three attributes will result in variety between characters that encourages strategic decisions.
Attribute "A" regulates the total value in common characters that the unique character can lead. I specify value so that common characters can demand varying command requirements. Example: A barbarian requires more command (3 points) than a swordsman (1 point) because the barbarian is unruly and prone to fits of independence.
Example:
General Oreius has ten attribute points of "B" which allows him to lead 1000 points worth of common warriors (100 points per attribute point "B"):
100 centaur swordsmen (200 points)
100 satyr warriors (100 points)
100 griffon sky-soldiers (400 points)
150 satyr archers (300 points)
Legolas (3 points)
Gimli (3 points)
Mary (1 point)
Pippen (1 point)
Attribute "B" regulates the total value in unique characters that the unique character can lead.
Example:
Aragorn has ten points of "B" which allows him to lead:
Boromir [requires 3-1 = 2 points (racial modifier, both human)]
Legolas (3 points)
Gimli (3 points)
Mary (1 point)
Pippen (1 point)
Attribute "C" could regulate a leader's capacity for both common and unique characters and serve as the most flexible of the three command attributes. The flexible attribute must not be as efficient as either "A" or "B".
1 point of unique characters can be lead for every 2 points of attribute "C".
50 points of common characters can be lead for every 1 point of attribute "C".
I am finishing up a design for a fantasy board game wherein I employ a similar command scheme. I anticipate that the command scheme will be interesting for players to utilize, where leadership functions as an important resource.
Hmmm... Perhaps hobbits should only require one-half of a point. :)|||single units with an option to be put into squads, this way u can chose and u have both the advantages|||Noooooooooooooooooooooo.
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