Quoting kryo, reply 58
I was thinking something a bit lazier like a scouting pack that lets a unit go through tiles belonging to another player.
Be heavily exploited though if it weren't mutually exclusive with weapons.
Yea, that's the trick. How do we justify a pack keeping a player from having weapons?
The unit design has definitely been a challenge because realistically, there should be 3 basic paths:
1. Melee
2. Ranged
3. Cavalry
How do we make all 3 distinct and meaningful? Unit design tends to encourage users to create single glombed mega units that are expensive and largely unsupportable leaving the player to complain about "balance".
I don't know, but historically, we see a Japanese Samurai shooting the enemy with his bow while riding a horse and wears heavy armor. He even brought his spear, musket, katana, and wakizaki all along with him when in a battle.
I think what prevent the Historical Lords from equiping his army with the best armor and weapon is because of the economy reason. He wants to equip all his soldiers (with numbered in thousand) with Platemail, Long bow, Sword, and spear all together. But because of the price that he must pay for these equipment (including the time to master the weapons, shield, and armor) then He just equip the majority of the militia with spears and bows, while give the more elite units (like Knight) with better equipment.
Well, I think we should raise the price of the weapons and armors (including the time to master them). Then, we should able to upgrade the existing units and give them better weapons and armors. For example, you have a peasant design, and upgrade it with better weapon and armor and named it "Foot Soldier". The previous peasant unit can be upgraded to Foot Soldier.
The idea is that you can equip your rookie with the best weapon and armor you got. But because of the price that you must pay (including the time for the unit to use the equipments), then you'll find that giving a rookie with a war hammer is pointless. It will only waste your money and production resource.
a rookie is... I say an untrained peasant who know only how to plow a farm. So basically, they are just cannon fodder who will died quickly when face the enemy veteran unit.
To prevent the player to spam a super unit with best weapon and armor, I think you should create a rule that reduce the capability of new unit.
For example, a longsword give you 8 dmg. If you give it to a unit with standard strength (10), then it will give the unit 8 to the damage modifier. But because of the rookie is an untrained soldier with only 8 point in his strength stat, then he'll get reduced benefit to the weapon. So, rather than give the rookie with a sword (that is expensive) you should give him a club / spear instead. It is cheaper and more effective for the rookie.
After the rookie gaining experience via killing monsters and enemy units, he will become a veteran status with strength 12. Then, you can give him a sword for him to be more effective in battle.
Example :
Peasant :
level Rookie :Str - 8; Dex - 8; Con - 8; Int - 8; Strategic move : 2; battle speed : 1
level Veteran :Str - 12; Dex - 10; Con -12; Int - 8; Strategic move : 2; battle speed : 3
Effectiveness of Weapon and Armor
- Oak Spear : Dmg 6 (Eff Str - 8) A Rookie will get the standard effectivity of the weapon with only str - 8.
- Long Sword : Dmg 8 (Eff Str - 10). A Rookie will get reduced damage. Because of the price, the player will choose Spear instead of Long sword for his Rookie standard equipments.
For Armor :
Leather Clothes (eff Con - 8) With this armor, the Rookie will able to use his full manouver capabiliy on the map and tactical battle
Padded Armor (eff Con - 10) With this armor, the Rookie will get reduced Strategic Speed and battle speed. Because of battle speed 0, he will only become the enemy prey in combat.
For bowman to become balance, you need to limit the ammo.
Of course, the player should able to unlock the better version of a unit. For example is noble / knight. They got better stats, but require more resource and time to train. After that, Scissor, Paper and Rock rules should be implemented, So the losing party will always has a hope to counter the situation and win the game.