Just like you want to have multi-tile cities, I think you should also have multi-tile armies. You would only get to stack up a certain number of units in one tile, and then additional tiles adjacent to that unit are required in order to increase the size of the army. You would define movement for the whole army by moving any of the pieces. The path algorithm would calculate the movements of each tile-group so that it arrived in the same adjacent tile at the destination location. It would also slow down the movement of large forces when travelling through confined areas such as a land-straight or between two mountains. The army would filter through one at a time, and the units that get through first would have to wait on the other side until the whole army got through before the whole group continues moving forward. This adds considerable tactics and strategy to the use of the map because creating choke points will actually let you slow down the movement of enemy armies. In addition, if you (for example) had flight units or mountaineer units and were sitting up in the mountains, you could launch a two-pronged attacked from a higher elevation on the army passing between the mountains. Your units would get a bonus to attack and defense for being at a higher altitude than the enemy forces. If the enemy army did not have mountaineer units or flight units, they would not be able to spread out through the mountains and would be extremely vulnerable to the attack.
For that matter, you could have it so that units sitting on a mountain tile could "hide" and not be visible to enemy units. It would consume any remaining movement points to initiate a "hide" action, but then your unit would be hidden until you directed it to move again. You could also do the same thing in forest tiles. Maybe you would require the unit to have a "mountaineer" or "forester" ability to be able to hide in those types of tiles. Then, an enemy army going through the region would need to scout the tile with a unit with mountaineer or forester ability to be able to detect the units. Once detected, any attack or defense bonuses from hiding would be nullified. The attack/defense bonuses for hiding would only be applied on the first attack, and maybe would just be gaining "first strike" and "negate first strike" or something. Coupled with any attack or defense bonuses from the tile, it would be a powerful combination.
You could then imagine having your army hidden on both sides of a valley and an enemy army coming between, you would direct your entire army to attack their army and you would get (for example) first strike, negate first strike, +50% attack, +100% defense. Your first attack would be utterly devestating and could even turn the tide of a war, just like in real life.
This would actually force people to stop and think about how and where they are moving their pieces and to actually start thinking like real generals dealing with real battles and real units.
Interesting concept, I don't think I've ever seen that done in a game.
Good idea! I like it!
It is an interesting idea indeed. However it would be difficult to program the movement (especially the user interface) and as a user you can allways split the army into several smaller armies to prevent this. So I think it won't work.
I doubt that it will be in the first release of Elemental, but if there are expansion packs...
I really liked the way AoW did it. You had your army stacks, but the near-by stacks would also engage in a battle, they would just start on the field farther away. So your side was effectily several tiles wide, provided you had people in all those tiles.
But if you split up your units and move them seperately, then they would not be considered an army any longer and would not attack with the rest of your units. Besides, if you want a very large force to attack a city on the other side of some valley, then you still would have to manually move each group through that valley and wait there on the other side for all of them to get through before attacking the enemy city en-masse. It just makes more sense to leave them "grouped" into an "army unit" that spans multiple tiles and let the pathing algorithm figure out the quickest way to get your entire army through the valley.
It would also be awesome if you could do formations for the army with advanced scouts and you could designate a certain set of units as a scouting party. Then, you could build a set of units in one tile that are all mountaineers and another set in another tile that is all foresters and designate both sets as advance-scouts. Then, as you move the army across the map, the pathing algorithm could determine that when you are moving through the forests, the forester units act as scouts looking for any hidden units that might be planning an ambush and the mountaineer units would be used for a similar purpse when going through a mountainous area. Your scouts would need to have more movement points than the rest of units so that they could cover all the necessary ground around the front of the army and you would not require ten tiles of them just to cover the whole army width. In plains-type tiles, you would use mounted units as your scouts. In swampy areas, you would use something that could fly as a scout.
Then you could even have advanced tactics for them in a tactical combat where you could even try to ambush the ambush by going into sniper mode (for long range units like archers) or stealth-assasin mode (for close-quarters combat scouts) or just have your scouts auto-retreat and stay out of the fight. Basically, if your forester/mountaineer ability is twice that of the enemy units, then you would have a good chance of turning the tables on them. You could do a surprise attack on their ambush with your more advanced scouts. It would do serious damage, but as soon as you finished it, your scouts would probably be pretty lucky to escape with their lives unless your backup was right on their heals.
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