Request to strategic players: 2024-10-07 01:41:52 |
krinid
Level 63
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@Dutch How about a 'Simultaneous Orders' mod that executes all orders on a given turn simultaneously?
Instead of alternating turns ABBA (etc), it would execute them all at once. All the game animations (arrows, etc) could still be the same, but the results could (and often would) differ. One thing that would be cool about this is eliminating the need for delay moves - especially on templates with large maps and high income, where delay moves get super tedious.
There would need to be some new logic b/c we would get scenarios such as: (A) territory X attacks territory Y - standard mechanics, no new logic required, X has attack kill rate, Y has defend kill rate (B) territory X and territory Y attack each other - this is new, essentially a kind of "meet in the middle"; various possibilities to calculate the result exist but the easiest would be to just use attack kill rate for both (C) territory X & territory Y both attack territory Z - essentially a pincer attack; both X & Y use attack kill rates on Z, Z uses defense kill rates on each; though not sure if it makes sense to use full defense kill rate on each party since the defense would be divided but this would make for the easiest calculation; territory Z is still getting pommeled by each side's full attack force
And several more scenarios. Above are some easy ways to create the new logic to facilitate this that keep the math easy so it can scale beyond a 1v1, even be used in an FFA.
Why would this be interesting? B/c when you think about it, "time" in a WZ game is essentially the turn #. T1 is before T2 which is before T3, etc. So the sequence of the orders themselves is an arbitrary time slicing implemented to make the evaluation of the results straight forward. But it doesn't actually make sense. There's no real world scenario where you give orders to an army in a specific sequence like this, and then execution of it also somehow becomes dependent on your opponent's orders. If you want something done later in time, you simply implement the order later (eg: T3 vs T2).
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Request to strategic players: 2024-10-19 07:28:26 |
Bruno Bacelli
Level 11
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Apologies if this was already covered (I am a beginner), but I'd like naval forces to be handled differently from land armies. Something that would require planning ahead to build up your navy and then gain control of a sea area and create the possibility of amphibious operations.
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