Goodmorning all,
Been giving some thought ot unit experiance, have an imcompleat idea i wanted to share. In 4X games, often experiance and levels = more hitpoints, or +1 to hit,/ defend, whatever. . . Which is well and great, but i think it somewhat misses what learning about real battle is about.Many of our units are going to have special ablilities, Shield wall, pike wall, co-ordinated actions over a full unit, activating a special weapon or tool... whatever. And it stikes me that there is a huge differnce between being able to form ranks and build a shield wall, on a training ground, and being able to do the same thing on muddy ground with enemies runing at you at trying to kill you, or half way up a mountain side where the guy beside you isn't flat and level with you. So i'm thinking that most or many ablities should be limited in some way by terrain, or battle duration, or whatever. For example, your archer's may be trained in 'double shot' or your shield bearers in 'form Shield Wall', But a level one unit will only be able to use double shot thier first round of battle, becuase it's fumbly, and perhaps use it again if they haven't fired a shot in over 45 seconds. Your level 1 shield bearers can only form a wall if over 80% of them are still alive, there are no opponents within 2 squares, and the terrain is flat. As a unit level's up they learn to respond faster, be able to use ablilties in terain they couldn't before, or addapt to more difficult demands. So a level 7 achery unit trained with the same double shot could use the ability almost every shot, or every second shot, and a level 3 shield bearer deployment could form ranks with as low as 70% survival, and 1 space, perhaps also on hilly terrain. a level 7 shield bearer deployment could use the ability mid combat, with 50% survival and even whilst fighting in mountain scape... This would be in addition to slight bonuses to hit or evade, or whatever. Some abilities would be from level 1 always the same, others might depend only on level [personal first aid kit, a level 1 unit could understandably fumble whilst trying to patch themselves of a friend due to the noise and confusion of battle, where a level 7 unit is so use to battle they can pull things out of the pack behind thier back whilst still fighting and wrap a wound with one hand and pulling stichest with thier teath... or whatever.]), other abilities would be fine, unless in the wrong terrain, and less restrictions as you level up.The idea being that battle fields are truly chaotic and things you are trained to do on a training yard don't nessisarily work when you're in the field. Only with the detachment from and acclimitazation to war can one begin to apply that training fully when you really need it. Anyway that was the thought some help flushing it out would be nice, Many thanks Robbie
Excellent ideas Robbie, especially the part detailing limiting special abilities based on a unit's experience. I think units could have something to the effect of a "discipline" score which defines how well they are able to repeat special abilities as you mentioned. Units might also fight with less efficiency when they've taken damage--- an element that can be mitigated by discipline as well.
yes, special abilities + increased morale, and a possible increase in endurance.
I also like some-one's idea for experienced units to gain a "unit commander" which can send out a morale boosting "rally cry" (perhaps once per battle, or twice even if its a long one), and whose death might cause the unit to lose significant morale and effectiveness ... a possibility.
I liked this idea because it gave a personalized figure-head to units, that could possibly even be married into the Royal Family. (or adopted)
I like that idea.
I am playing capoeira for 8 years, and one thnig that martial art has taught me is the fact that, even if you become a bit more stronger, get more stamina, you get better at using less and less energy to achieve difficult moves.
When you learn how to fight, you get a few more hit points and stamina. But above all, you learn how to use less energy for difficult movements, you learn how to keep balance while you're striking. When you get better at it, you can chain more moves before getting tired, because you know your moves. You're not stronger, you just use your body better, you have a better vision of a fight, you can stay calm even when you strike fast. Very fast.
In elven legacy/fantasy wars, when they level up the units get a +1 in attack and defence AND a perk.
I would prefer gaining perks each level and a point in attribute every 2 or 3 levels.
EDIT : and one thing ! The first lesson you get when learning a martial art is .. avoid to be hit. A better warrior isn't more resistant, he is above all able to avoid most of the blow a low level warrior will throw at him. You just get better at staying alive ...
yea, a perk + extra morale each level (maybe increased endurance, or slower fatigue, as well)
I'll just say one thing about elite units ... while armor and weapons may be able to "somewhat" increase the effectiveness of a unit, morale is a key feature, and a proper perk, for elite units ... like royal guard or such.
If you could some how add prestige or nobility to a unit, I think it should gain higher morale and become some kind of "Honorary Traditional Guard" of some-thing or other. Even a "Knight" possibly, or a Daimyo. Or a Paladin/Crusader/Upholder of the Sword-arm of the faith/royalty/ect.
The key point with armors is that they limit your movements. And only experienced warriors could wear them without being hindered. A low level warrior in full plate will be a jooke to fight, cause he won't move fast, can't retaliate effectively, can lose balance really easily and above all will become exhausted really really fast.
So what you are suggesting is instead of giving the unit bonus, you let the unit ignore malus. That is not bad.
Goodmornign all,Basically ya,a fully elite unit can do anything they've been trained and equiped to do regardless of where they are or what the situation is around them. A green unit may know that now would be a great time to down a bottle of cure poison, but not have it on hand, or be in to much pain to focus on getting it out. . . whatever. Most skills are trained on a flat grass training field, under ideal conditions where nobody is really trying to kill you.... that training may not all immideately apply to your first battle. ofcourse bonuses to dodge and endurance are also a good idea, this just adds a litle more depth and hands off obvious level upping. Take care all
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