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BattleMaster => Development => Topic started by: Eldargard on October 09, 2014, 09:12:00 AM

Title: Skill Advancement
Post by: Eldargard on October 09, 2014, 09:12:00 AM
I would love it if the skills of characters in combat oriented classes would actually advance more rapidly by doing their job (fighting in battles). Many other classes, as I understand it, do this.

I know that as a priest, I can increase my oration skill quite rapidly by just going out and preaching - time at the academy is really needed.

As an adventurer one's adventuring skill and swordsmanship rise rapidly as you go about your business.

I am guessing that Courtier's and Diplomats also see their class specific skills raise reasonably just by doing their thing.

I have even read that an Infiltrators infiltration skill can be trained somewhat reasonably outside of the academy - though I do not believe this is the same for the infiltrators swordsmanship skill.

The combat oriented classes (Warrior, Cavalier, Hero) seem to be at a disadvantage here - as it stands real skill development for these classes require academy time!

I am not just referring to the percentage chance of such a skill rising from a battle compared to the percentage chance of the same skill rising from time at the academy. Unless these values are significantly different of course. Simply put a character can engage in a whole lot more academy training sessions that they can engage in battles over the course of a month or what not.

I do not really have a good suggestion regarding how this could happen. Anything that would allow the soldiering classes improve their class specific skills at a reasonable rate by just doing their job would be great. Something comparable to the rate at which other classes cat increase their class specific skills would be ideal!
Title: Re: Skill Advancement
Post by: Eldargard on October 09, 2014, 09:18:14 AM
One Sketchy Idea:

A combat class character can select a "stance" to take in battles. They can select from options like:

"Command From the Rear" - Lowers your chance of gaining skill in Swordsmanship and Jousting and decreases the H/P earned but virtually Guarantees a Leadership Skill Increase.

"Fight at the Fore" - Lowers the chance of gaining skill in Leadership and increases the chance on injury but nearly guarantees an increase in the sword (if leading Infantry) or the lance (if leading calvary)

"Balanced Approach" - Pretty much does what we already do.
Title: Re: Skill Advancement
Post by: Eldargard on October 09, 2014, 09:27:51 AM
Another Idea:

Simply increase the chance of increasing either Leadership  or the appropriate weapon skill each battle (with weapon skill increase being more likely). Make it nearly guaranteed likely that one or the other will increase.

It may sound extreme to virtually guarantee an increase in one department of the other. However, even if ALL skills increased by one after every battle, it would still take a LOT of battles to max them out. Something in the range of 80 of so. I doubt many characters have engaged in so many battles and if they have, they deserve the level of skill they gain.

Besides, skills would still degrade when unused so skilled warriors who start hanging out at their estates would see hard earned skills drop. Unless the use the Academy to keep sharp. Then Academies become a recurse for Skill maintenance primarily and serve as skill builders only when a good battle can not be found.

I honestly think I like this option best. Lead infantry for a while and see meaningful swordsmanship increase and lower, but still noticeable leadership increase. Switch to Cavalry and see Jousting increase a bunch and leadership some too.

Archer commanders may miss out a bit but that could just be seen as the disadvantage of commanding ranged troops with higher survivability rates.
Title: Re: Skill Advancement
Post by: Lorgan on October 09, 2014, 10:08:48 AM
I agree, it would be a whole lot more fun if people who actively participate in battles could beat that guy who's been wasting gold with solitary academy training in a duel.
It could perhaps also be cause to decrease the randomness of duels a bit, since it'd decrease the gap between characters' skills.
Title: Re: Skill Advancement
Post by: De-Legro on October 09, 2014, 10:14:41 AM
Why do you assume that swordfighting is their "class skill"?
Title: Re: Skill Advancement
Post by: Eldargard on October 09, 2014, 11:09:05 AM
I guess I am defining a class skill as a skill that characters of a particular class can increase at the academy and/or through doing their jobs.

As a combat classed character (Warrior, Cavalier, Hero) I would expect Jousting, Swordsmanship and Leadership to be the class skills.

An Infiltrator, by today's standards, would tack Infiltration on to whatever their main class has for class skills as they still officially do that job and unofficially do their dirty work.

I am not all that familiar with all the various classes and skills though. I have only ever played Warriors, a priest or two and a Hero.

I really think that outlining what each classes "class skills" are and then looking to see if there are real opportunities for characters of each class to really increase these skills by doing their job is what I would like to see. The combat classes are just the most obvious classes that seem to be lacking in this regard from my perspective. I am sure that there are others.

Base Classes:
Warrior: Leadership, Swordfighting, Jousting #Little progression outside of academy
Priest: Oratory #Rapid progression outside of academy
Courtier: Bureaucracy #Not sure about progression outside of academy

Sub Classes
Diplomat: Base Class Skills + Oratory #Not sure about progression outside of academy
Cavalier: Base Class Skills + ?
Hero: Base Class Skills + ?
Trader: Base Class Skills + Trading #Not sure about progression outside of academy
Infiltrator Base Class Skills + Infiltration #Some progression outside of academy at high risk??
Title: Re: Skill Advancement
Post by: Eldargard on October 09, 2014, 11:10:10 AM
As a side note, should battles start paying out in skill increases as I suggested, there is yet more incentive for war...
Title: Re: Skill Advancement
Post by: De-Legro on October 09, 2014, 11:37:35 AM
Infiltrators need sword skill to perform their duties. Warriors need swordfighting for nothing more then tournaments. The same is true for all classes with regards to jousting. Limiting the advance of these skills based on class helps provide some measure "fairness" for all characters classes in these events.
Title: Re: Skill Advancement
Post by: Kai on October 09, 2014, 11:43:36 AM
While it is true that leadership is the primary skill of TLs, weapon skill is required not only for self defence, but to gain the confidence and respect of their troops.

At the risk of diluting the above point, some possible solutions:

* small chance of gaining appropriate skill during a training session, which is gold and time inefficient compared to academy.

* tweak battle skill gains. I think a character who fights a reasonable battle every week should have the appropriate skill around 50%, not ~20 as it is now.
Title: Re: Skill Advancement
Post by: De-Legro on October 09, 2014, 12:04:01 PM
While it is true that leadership is the primary skill of TLs, weapon skill is required not only for self defence, but to gain the confidence and respect of their troops.

At the risk of diluting the above point, some possible solutions:

* small chance of gaining appropriate skill during a training session, which is gold and time inefficient compared to academy.

* tweak battle skill gains. I think a character who fights a reasonable battle every week should have the appropriate skill around 50%, not ~20 as it is now.

A TL needs self defence neither more or less then any other class. I don't buy the respect of soldiers bit though. If they don't respect you for your noble heritage that sets you apart from mere normal men, then they are never going to respect you and also should probably be strung up from a tree.

Also recall that a defining feature of the Hero class is they fight from the front. This increases the chance they will be wounded as they actually get into the thick of the fighting habitually. This would imply that other character classes tend to avoid actual combat if they can, or at least the real gritty stuff.
Title: Re: Skill Advancement
Post by: Indirik on October 09, 2014, 02:51:55 PM
I would love it if the skills of characters in combat oriented classes would actually advance more rapidly by doing their job (fighting in battles). Many other classes, as I understand it, do this.
Skill advancement is related to two things:
1) the number of times that you perform the skill
2) the amount of time you spend doing it when you perform it

This should quickly make obvious the reason that many skill advance more quickly than swordfighting and leadership. Courtiers, priests, and diplomats can perform their skill continuously, with nearly all their hours, at no cost. This makes oratory and bureaucracy skill increase quick, easy, and free. Warriors need battles to work on their leadership, swordfighting, and jousting skills. Since you don't get battles twice a day, for days on end, and battles aren't free either, these skills are both expensive and time consuming to train. You either fight a lot of battles, or spend lots of time at the academy.

Quote
The combat oriented classes (Warrior, Cavalier, Hero) seem to be at a disadvantage here - as it stands real skill development for these classes require academy time!
Academy or tournaments. Constant battles helps, though.

Quote
I am not just referring to the percentage chance of such a skill rising from a battle compared to the percentage chance of the same skill rising from time at the academy. Unless these values are significantly different of course. Simply put a character can engage in a whole lot more academy training sessions that they can engage in battles over the course of a month or what not.
You sure can. There are two benefits to doing it on the battlefield, though:
1) In battle you can train both swordfighting/jousting and leadership at the same time.
2) Battle also earns you honor and prestige.

Quote
I do not really have a good suggestion regarding how this could happen. Anything that would allow the soldiering classes improve their class specific skills at a reasonable rate by just doing their job would be great. Something comparable to the rate at which other classes cat increase their class specific skills would be ideal!
Unlike the other skills, swordfighting doesn't really have that much of a direct impact on your character. Off-hand I'm not really sure how much effect raising your swordsmanship has on battle performance. After all, you're just one person in a unit of ~50 soldiers, in a battle that has potentially thousands of soldiers. The effectiveness of courtiers and diplomats is directly related to their skill level every time they use it.

Swordsmanship, though, is mostly used in tournaments and duels.
Title: Re: Skill Advancement
Post by: Chenier on October 09, 2014, 02:56:37 PM
Unlike the other skills, swordfighting doesn't really have that much of a direct impact on your character. Off-hand I'm not really sure how much effect raising your swordsmanship has on battle performance. After all, you're just one person in a unit of ~50 soldiers, in a battle that has potentially thousands of soldiers. The effectiveness of courtiers and diplomats is directly related to their skill level every time they use it.

Swordsmanship, though, is mostly used in tournaments and duels.

And fighting off infils.
Title: Re: Skill Advancement
Post by: Eirikr on October 10, 2014, 06:44:44 AM
Unlike the other skills, swordfighting doesn't really have that much of a direct impact on your character. Off-hand I'm not really sure how much effect raising your swordsmanship has on battle performance. After all, you're just one person in a unit of ~50 soldiers, in a battle that has potentially thousands of soldiers. The effectiveness of courtiers and diplomats is directly related to their skill level every time they use it.

Swordsmanship, though, is mostly used in tournaments and duels.

Two quote piggybacks in a row!

Isn't one of the perks of being a Hero that you add "your own" CS to your unit and that this bonus is affected by Swordsmanship? As a corollary to that, since it's a Hero perk, I don't believe normal warriors gain any benefit from Swordsmanship in combat.

Similarly, I thought Jousting skill gave a bonus to Cavaliers. (The advantage of the Hero being that it applies to any unit and Cavaliers only to Cavalry.)

Also, as an aside, aren't our nobles generally not actual battle participants? More like Edward I and his entourage at the beginning here: https://www.youtube.com/watch?v=5wo9IC9yBdU Close enough to give orders and eventually get caught up, but not generally responsible for fighting (except heroes).

And yes, I realize Braveheart is a terrible historical reference.
Title: Re: Skill Advancement
Post by: Eldargard on October 10, 2014, 08:26:46 AM
I can only say that, from my understanding, knights of middle age Europe were warriors, trained to fight from a young age and did fight in battles. Weather or not a knight fought had more to do with his position than his "class" I am guessing. A King, General or Marshal would be more likely to hang back and direct their army or armies. Most knights, I imagine, fought.

Game wise, I would imagine that the Hero is one who seeks the most dangerous, most critical part of the battle he can reach in an attempt to tip the scales and just plain be awesome. Other knights would be present in the battle but more likely to just deal with what comes their way.

I mean how much leading will a troop leader really be capable of once his unit has met the enemy in battle? Sure,  a troop leader has lines up his men, set the pace toward the enemy, watches/listens for command signals from his marshal as best he can through the fight, and calls the retreat when necessary. Most of the "leading" a troop leader does comes to an end once the armies collide.

Beyond that, I imagine wars are a tangled, unpredictable thing and I am pretty sure there is a reason why knights went to battle wearing Armour and brandishing weapons. When knights trained and even at tournaments, the focus was often on staying alive while killing or capturing your enemy.

I can not imagine a knight could participate in a dozen battles without also having to engage directly with the enemy a majority of the time. A Warrior doing his job will be fighting.
Title: Re: Skill Advancement
Post by: Eldargard on October 10, 2014, 08:42:12 AM
I am imagining something like this at this point.

If a character's unit does not encounter another unit in battle, 30% chance of Leadership increase, 10% chance nothing increases.

If a character's infantry, archer or mixed infantry unit encounters another unit in a battle, 60% change of Swordsmanship increase and 30% chance of Leadership increase, 10% chance nothing increases.

If a character leading cavalry meets another unit in battle while charging only, 60% change of Jousting increase and 30% chance of Leadership increase, 10% chance nothing increases.

If a character leading cavalry meets another unit in battle while charging and while not charging, 30% change of Jousting increase, 30% chance of swordfighting increase and 30% chance of Leadership increase, 10% chance nothing increases.

By meeting another unit in battle, I men that the two units engage in melee combat.

If the character is a hero, increase the chance of a fighting skill increase by 10% and decrease the chance of gaining leadership by 10%.

Any existing class rules that determine how a particular characters skills affect unit CS, willingness to stay and fight and all that remain.
Title: Re: Skill Advancement
Post by: Eirikr on October 10, 2014, 05:57:34 PM
Yeah, fair enough. I think I gave the impression of more distance than I meant; of course if the other army presses hard enough, they're going to come after the knights and nobles when they break through, but said knights and nobles wouldn't intentionally go into the thick of it until a very specific point.

However, that gives me an idea, since you (logically so) point out that the distance was probably based on title - maybe give basic knights in the game a small strength boost that they lose with a lordship or other position? Some semblance of stepping in or out of the actual fighting. It's not really a balancing bonus between lords and knights, but at least it gives the knights a little more something if they can't become lords.

EDIT: And maybe a new player helper as well, if you make the loss of the bonus permanent upon gaining a position.
Title: Re: Skill Advancement
Post by: Chenier on October 17, 2014, 03:56:17 PM
I'm no expert in the matter, but I don't believe nobles were actually that far from the battle. After all, there were no radios back then.
Title: Re: Skill Advancement
Post by: Indirik on October 17, 2014, 08:21:41 PM
Signal horns. Flags.
Title: Re: Skill Advancement
Post by: Constantine on October 17, 2014, 10:28:57 PM
Runners.
Title: Re: Skill Advancement
Post by: Eirikr on October 18, 2014, 09:04:44 AM
As above.

Trumpets (Europe) and drums (Asia) as well.
Title: Re: Skill Advancement
Post by: Chenier on October 19, 2014, 12:35:08 AM
As above.

Trumpets (Europe) and drums (Asia) as well.

These are tools with great limitation.

They don't allow the same kind of micromanagement that radios with private channels allow. They also compete with each other for being heard and understood, on top of all of the other noises caused by all the metal equipment used on the battlefield.
Title: Re: Skill Advancement
Post by: De-Legro on October 19, 2014, 04:08:15 AM
These are tools with great limitation.

They don't allow the same kind of micromanagement that radios with private channels allow. They also compete with each other for being heard and understood, on top of all of the other noises caused by all the metal equipment used on the battlefield.

As well as the fact that armies were often largely levy based, this we limitations are reasons that battles were not micromanaged in the same way they are today. Generals needed simple sets of instructions that could easily be conveyed and understood in order to exercise any control at all. Often things like a banner for each unit would be used for instance to signal when to advance. When your unit banner was waved or dipped you knew what to do.

These are also one reason why battle "tactics" were employed early while there was still a good chance the parts of the army would receive the message. Once the battle had most combatants committed orders beyond retreat were difficult. That said we are not talking apple and apples. Knights and lords didn't lead their units, if they were to take the field they would mostly do so in formation together in heavy cav formations. You don't waste men capable of affording heavy horse and armour leading pikemen.

In a battlemaster context I think it is obviously that all noble fight with their unit, since all can be wounded when the unit is struck. Hero's are simply in the front rank while other nobles may be in ranks towards the back.
Title: Re: Skill Advancement
Post by: Eirikr on October 19, 2014, 10:14:59 AM
These are tools with great limitation.

They don't allow the same kind of micromanagement that radios with private channels allow. They also compete with each other for being heard and understood, on top of all of the other noises caused by all the metal equipment used on the battlefield.

I'm not sure where the idea of radios came from... What I'd suggested was more like 30 feet (10m) behind the back of the troops. Easily heard, easily seen. Imprecise, yes, but what other way did they have?

Also, still very much in an area to be easily wounded.
Title: Re: Skill Advancement
Post by: Chenier on October 19, 2014, 03:08:15 PM
I'm not sure where the idea of radios came from... What I'd suggested was more like 30 feet (10m) behind the back of the troops. Easily heard, easily seen. Imprecise, yes, but what other way did they have?

Also, still very much in an area to be easily wounded.

The closer you are to the front, the better you can communicate... and the greater the odds that you do fighting yourself as well.

You can't have perfect communication and be completely safe from combat. Especially not in those times.
Title: Re: Skill Advancement
Post by: Eldargard on October 19, 2014, 11:21:46 PM
I can not possibly imagine that a group of soldiers in the heat of battle, fighting for their lives using things like metal weapons and armor (that make quite a racket when banged together) are likely to even hear the commands hollered by a nobleman standing THIRTY feet to their rear and think it even less likely that they would much care.

Herman stumbled as one of the Evilites bashed their sword against his shield again. Somehow, Herman thought he has heard Sir Noisy yelling something about "left". Move left? Face left? Herman did not spend much time thinking about it either. Herman had more immediate problems. The damned Evilite before him was skilled, strong and determined. It would take all Herman had to not die in the next few moments. Unless Herman heard the unambiguous horn blasts that signified retreat, Sir Noisy could worry about "left" all he wanted while the rest of us just tried to stay alive.
Title: Re: Skill Advancement
Post by: De-Legro on October 20, 2014, 01:12:37 AM
I can not possibly imagine that a group of soldiers in the heat of battle, fighting for their lives using things like metal weapons and armor (that make quite a racket when banged together) are likely to even hear the commands hollered by a nobleman standing THIRTY feet to their rear and think it even less likely that they would much care.

Herman stumbled as one of the Evilites bashed their sword against his shield again. Somehow, Herman thought he has heard Sir Noisy yelling something about "left". Move left? Face left? Herman did not spend much time thinking about it either. Herman had more immediate problems. The damned Evilite before him was skilled, strong and determined. It would take all Herman had to not die in the next few moments. Unless Herman heard the unambiguous horn blasts that signified retreat, Sir Noisy could worry about "left" all he wanted while the rest of us just tried to stay alive.

Exactly, and exactly why a melee is generally not a very ordered thing, it is a free for all. Part of the success of armies like the Roman forces where that they were trained to maintain formation for as long as possible when a melee was joined, but even they had difficulties with communicating to a unit that had engaged in close combat simply because once that happens you are talking the sound of metal on metal and men yelling/screaming in general. It doesn't matter how close you are once this happens, chances are slight that any sizable part of the force will receive the commands, and even if they do how do they enact them when everyone is struggling simply to spot and react to the next angle of attack?

Even in modern warfare, with the exception of those nice demonstration forces where every soldier has their own radio, which is not a reality for most 1st world armies, orders from a lieutenant are next to impossible to "hear". We were trained to constantly look to the closest command element (corporal, sergeant, lieutenant) in order to receive good old hand signal orders once battle was joined, something that even many professionally trained and experienced troopers would forget to do once they had bullets and other ordinance to worry about. There is not nor has ever been any form of perfect communication with soldiers that are actively engaged in fighting, military doctrines generally accept this and strategy is based upon the assumption that once forces engage you probably will not be able to issue new orders.
Title: Re: Skill Advancement
Post by: Eldargard on October 20, 2014, 08:53:08 AM
This is why I think that the idea of a troop leader hanging back and commanding their forces is kind of silly. Sure, they certainly can hang back. They can even try and give orders and all that. Practically, however, once they have positioned their men and overseen the advance I doubt that they would be able to do much "leading". They can be their to provide a good example, shore up weak points, and even sound a retreat but I can not imagine much else.

As far as how realistic it is that nobles gain skill in swordfighting/jousting by being in battle, I am not sure it is really all that important. Though I feel it is historically feasibly, the truly important part is how it fit's into the game. I think that having a roughly 90% chance that a noble will gain a skill (swordfighting, jousting or leadershipp) just for having their unit engage another unit in battle would be a positive change and make for better game play.

I even think that the odds I proposed in a prior post (with a few adjustments listed below) would make for a good starting point. I went ahead and wrote them out again with said adjustments and would like to hear what others think of the system.

I personally think that it would make participating in battle a more attractive option that going to the academy is, especially at higher levels.

I think that it will make battles more important to characters as they would be a great way to develop your character.

I think that it will help ensure that the best warriors (in terms of weapon skill) and leaders are the nobles that participated most in battles.

I think it will decrease the likely hood of nobles sitting in the capital spending mountains of gold at the academy instead of joining the rest of the realm in war (not saying that this is a real problem but will admit that I have had the temptation to do so myself on occasion).

I think that the progression rate is good. The chances of skill increase would raise dramatically but is still low enough that the academy still retains some value and that it is unlikely that someone could "game" the system. In a scenario in which a player tries his best to optimize his characters skill gain in a single skill (hero, leading infantry, trying to up his swordsmanship), that it would take an average of 143+ battles to max out their swordsmanship assuming their unit engaged another unit in every battle (167+ battles for non Heroes). A character participating that many battles deserves a maxed out skill in my opinion.

I think that it also models the idea that training + experience leads to the best warriors as training at the academy would still be lucrative in the beginning while real world battles might prove more, or at least equally, profitable as skill levels become high.

Title: Re: Skill Advancement
Post by: De-Legro on October 20, 2014, 12:25:20 PM

As far as how realistic it is that nobles gain skill in swordfighting/jousting by being in battle, I am not sure it is really all that important. Though I feel it is historically feasibly, the truly important part is how it fit's into the game. I think that having a roughly 90% chance that a noble will gain a skill (swordfighting, jousting or leadershipp) just for having their unit engage another unit in battle would be a positive change and make for better game play.
I think 90% is going to be far too much. In a week just fighting rogues that means I might be able to gain 5% or more. That would completely destroy the achievement of high skills. I assume that this is also supposed to scale with skill level, just as skill gain does currently throughout the game.

I even think that the odds I proposed in a prior post (with a few adjustments listed below) would make for a good starting point. I went ahead and wrote them out again with said adjustments and would like to hear what others think of the system.

I personally think that it would make participating in battle a more attractive option that going to the academy is, especially at higher levels.

I think that it will make battles more important to characters as they would be a great way to develop your character.

I think that it will help ensure that the best warriors (in terms of weapon skill) and leaders are the nobles that participated most in battles.

My problem with this is not so much the concept, as the fact that the game lumps weapon skill into one category. The skill in using a blade in combat, and the skill of high proficiency with a blade in 1 v 1 noble combat are related, but especially at high levels extremely divergent. Being supreme at general melee should not automatically make you supreme at 1 v 1 duels.

I think it will decrease the likely hood of nobles sitting in the capital spending mountains of gold at the academy instead of joining the rest of the realm in war (not saying that this is a real problem but will admit that I have had the temptation to do so myself on occasion).

Its not a real problem. You see some people do it, particularly those training towards a infiltrator, but it is in no way so prevalent that it requires a fix. If people are wasting time training when you are at war, their are already player based mechanics to influence that.

I think that the progression rate is good. The chances of skill increase would raise dramatically but is still low enough that the academy still retains some value and that it is unlikely that someone could "game" the system. In a scenario in which a player tries his best to optimize his characters skill gain in a single skill (hero, leading infantry, trying to up his swordsmanship), that it would take an average of 143+ battles to max out their swordsmanship assuming their unit engaged another unit in every battle (167+ battles for non Heroes). A character participating that many battles deserves a maxed out skill in my opinion.

I think that it also models the idea that training + experience leads to the best warriors as training at the academy would still be lucrative in the beginning while real world battles might prove more, or at least equally, profitable as skill levels become high.

This is not really accurate. No amount of training will make you excel in real combat, just as no amount of training with wooden training dummies will make you excel in a real duel. However basic training + experience will likewise in all but exceptional cases never make you a master of the art either. Real progression would be closer to a training then experience cycle, putting what you have learnt into practical application to master that aspect, before studying further finesse or other aspects and then going out to learn the practical application of that.

Also don't look at how many battles it takes to "max" a skill, because by default we want very few people to max the skill, we probably want only a small percentage of the characters to even have "high" skill, otherwise it devalues the entire point of calling them skilled. Look at the amount of battles required to gain whatever is deemed to be the "Average" skill.

Title: Re: Skill Advancement
Post by: Eldargard on October 20, 2014, 01:38:36 PM
I am not in the best position to know how many battles per week the average character partakes in, but I can honestly say that I have never had a character fighting five battles a week. I doubt that is sustainable. I am willing to bet that the average is closer to 1.5 a week and this may be high. Even with two a week, it would take 83 weeks to max out swordfighting. That is right about 1 year and 7 months. Honestly, I am pretty sure that one can gain similar levels more quickly just by being rich and spending all their money at the academy. Participating in battles would really be a much more preferred option in my opinion.

Regarding how many characters we want to see reach the skill cap, I am not sure why this is so important regarding warrior skills but seems to be not a concern for oration.
Title: Re: Skill Advancement
Post by: Chenier on October 20, 2014, 04:51:53 PM
Also don't look at how many battles it takes to "max" a skill, because by default we want very few people to max the skill, we probably want only a small percentage of the characters to even have "high" skill, otherwise it devalues the entire point of calling them skilled. Look at the amount of battles required to gain whatever is deemed to be the "Average" skill.

Feels kind of wrong, though, that the elite swordsmen will be those that will have spent their lives at the academy, doing little of anything else, and (more recently) ex-advies (though even then, my own ex-advies who had done nothing else than hunting for years did not end up with the high skills ex-advies are often reputed to have).

Maybe it makes sense realism-wise (debatable)... but gameplay-wise, it doesn't. The academy should be for peacetime when there's nothing better to do, it shouldn't be the most efficient way of achieving anything.

Characters who end up being badasses with swords should be made so only by playing as badasses with swords. And that means by taking risks. Either by allowing "prudence" settings for battles that allow nobles to lead their units' charges for high chances of increased swordfighting skill and wounding, dramatically increasing swordfighting gains by heroes, or attributing swordfighting gains and risks with other activities, such as looting (a warlord who plunders a village is likely to get his own hands dirty as well).

Academies should be the slowest and least efficient paths to high skill levels. As they work now, too many are content to have long periods of peace, or indeed work towards quelling all attempts to liven things up, because they want to sit on large revenues just to train their infiltrators or the like. This egoistical behavior does not create fun for others.
Title: Re: Skill Advancement
Post by: Eirikr on October 20, 2014, 09:08:52 PM
Thanks De-Legro for continuing to argue my historical point - I don't think anyone ever said communication was perfect. Battles were definitely messy. BM doesn't actually detail the specifics in battle much, but it often hints at imperfect and inexact scenarios. Panicked flight, winds, and abandoning fortifications are some indicators. Leadership skill also plays into this, often determining if those men will stay and fight or not...

If Herman trusted his leader enough, you bet he'd leave the battlefield on the retreat signal as soon as he could. No, he's not going to just drop everything and go home that instant, effectively committing suicide; he'd get out of danger (or die) and then withdraw. BM doesn't really go into these specifics (except when Unit K is cut down as they flee).

Also, nobody said anything about completely safe from combat. 30 feet is not far. You could definitely hear a horn or some such, and you'd definitely be in bow range. A quick Google search shows an English longbow had a range between 180-249 yards (165-228m). (Remembering, of course, that "reliable hit range" was largely irrelevant since archers were used more like artillery, firing for effect into a cluster of enemies.) Horsemen could easily close such a gap as well. Infantry's really the only part where the argument breaks down, but I don't think it'd be a stretch to say that there are certain events where a noble would get caught up involuntarily in an infantry line as well. (Besides, it's not exceedingly often nobles get wounded even when their unit loses. If your unit gets decimated like the chaff they were, how do you explain your ability to be completely overlooked by your enemy?)

Now, in truth, this is all somewhat beside the point that we've finally gone back to. I'm on the same page as Chenier that in terms of gameplay, the academy should be a peacetime, mostly inefficient way to gain combat skills. It's true that a melee is a different scenario than a one-on-one duel, but I'm sure some aspects are applicable.

I wonder if a wiser option is to increase the likelihood of a skill gain from an actual duel (not sure if that likelihood is actually 0% right now) and do something to promote cross-realm duels after battles, etc. Something like a battle for honor after a loss or as a response to an insult made via letters afterward. (Since duel rings are already illegal, I don't think organized stat-increase groups will become an issue.)

I also want to state a little of my bias regarding this whole argument in a straightforward way: I don't want Heroes to become marginalized and lose some of their uniqueness. It's a special ability that they add to their unit because they've chosen to be a paragon to both noble and peasant, standing among their soldiers to fight for what they believe. It gives meaning to the word "Hero". (The counterpoint being that the word "Warrior" should imply active fighting, too, but I also don't think we should be called warriors unless we can say without a doubt that we do fight directly... After all, Courtiers have units, too.)
Title: Re: Skill Advancement
Post by: De-Legro on October 20, 2014, 10:45:23 PM
Feels kind of wrong, though, that the elite swordsmen will be those that will have spent their lives at the academy, doing little of anything else, and (more recently) ex-advies (though even then, my own ex-advies who had done nothing else than hunting for years did not end up with the high skills ex-advies are often reputed to have).

Maybe it makes sense realism-wise (debatable)... but gameplay-wise, it doesn't. The academy should be for peacetime when there's nothing better to do, it shouldn't be the most efficient way of achieving anything.

Characters who end up being badasses with swords should be made so only by playing as badasses with swords. And that means by taking risks. Either by allowing "prudence" settings for battles that allow nobles to lead their units' charges for high chances of increased swordfighting skill and wounding, dramatically increasing swordfighting gains by heroes, or attributing swordfighting gains and risks with other activities, such as looting (a warlord who plunders a village is likely to get his own hands dirty as well).

Academies should be the slowest and least efficient paths to high skill levels. As they work now, too many are content to have long periods of peace, or indeed work towards quelling all attempts to liven things up, because they want to sit on large revenues just to train their infiltrators or the like. This egoistical behavior does not create fun for others.

Think it through. If mere battles was all that it took to make master sword men, then the common foot solider would fast become a master. I'm not against some sort of tweak to to the battle/academy system, but I'm not in favour of the proposed system of making academies much slower, since they will soon become irrelevant and might as well be removed from the game.

I'm not convinced there is some sort of epidemic of people doing nothing but training, and I am certainly not convinced that the few that do this are actively attempting to maintain peace. Even if they were GREAT, that gives you someone within your realm to rail against. If you can't motivate a realm to override the desire of peace by one or two characters, then game mechanics to "fix" it is not the solution.

Game mechanic restrictions have their place, but we seriously need to get away from trying to dream up mechanics to fix every perceived "undesirable" activity.
Title: Re: Skill Advancement
Post by: Chenier on October 21, 2014, 01:17:22 AM
Think it through. If mere battles was all that it took to make master sword men, then the common foot solider would fast become a master. I'm not against some sort of tweak to to the battle/academy system, but I'm not in favour of the proposed system of making academies much slower, since they will soon become irrelevant and might as well be removed from the game.

I'm not convinced there is some sort of epidemic of people doing nothing but training, and I am certainly not convinced that the few that do this are actively attempting to maintain peace. Even if they were GREAT, that gives you someone within your realm to rail against. If you can't motivate a realm to override the desire of peace by one or two characters, then game mechanics to "fix" it is not the solution.

Game mechanic restrictions have their place, but we seriously need to get away from trying to dream up mechanics to fix every perceived "undesirable" activity.

Disagreed. If risk-taking is modulable, the default would be "safe", where the skill gain is slow, "engaged" means slightly higher skill gain with say 33% chance of getting lightly wounded in battle, and "reckless" with high skill gain, 30% chance of getting seriously wounded, 20% chance of getting a normal wound, and 20% chance of getting a light wound. Numbers would obviously vary according to the details of the battle, but that's just to give a general idea.

Who would take the "reckless" option if they end up wounded all of the time? When serious wounds are pretty much the only threat old characters have to lose their titles?

Only characters who actively participate in as many battles as they can, and continue to take great risks even when old, would become truly elite in swordfighting.

Academy whores are de facto peace mongers. They pour huge resources into their training, and thus very little into units or military infrastructure. What do rulers look at before starting a war? "How strong is our army and what are our capacities?". It doesn't matter if there isn't a huge number of people doing it, the resources training suck up has great impact regardless.

Training should be both cheaper and less effective. That way, even those who decide to drain all of their hours at it don't represent a significant financial drain on their realms. And put the cap much lower, like 40%.
Title: Re: Skill Advancement
Post by: De-Legro on October 21, 2014, 01:42:41 AM
Academy whores are de facto peace mongers. They pour huge resources into their training, and thus very little into units or military infrastructure. What do rulers look at before starting a war? "How strong is our army and what are our capacities?". It doesn't matter if there isn't a huge number of people doing it, the resources training suck up has great impact regardless.


That is their choice, instead of seeking game mechanics to punish them, use the existing tools to rally the realm against them and prevent them from doing so. If you can't convince the realm to act, then its simply not a problem the realm cares about enough.
Title: Re: Skill Advancement
Post by: Chenier on October 21, 2014, 03:04:31 AM
That is their choice, instead of seeking game mechanics to punish them, use the existing tools to rally the realm against them and prevent them from doing so. If you can't convince the realm to act, then its simply not a problem the realm cares about enough.

Why is it seen as a punishment? You want people to punish them for doing that, not me.

Honestly, the more this goes, the more I have a simple solution: abolish academies altogether. Training is not fun. Having others spend huge resources on training is not fun. Infiltrators aren't even as meaningful as they used to be. Gameplay-wise, there's no reason to have academies around. People who want to train should pressure their leaders to hold more tournaments.
Title: Re: Skill Advancement
Post by: De-Legro on October 21, 2014, 03:26:16 AM
Why is it seen as a punishment? You want people to punish them for doing that, not me.

Honestly, the more this goes, the more I have a simple solution: abolish academies altogether. Training is not fun. Having others spend huge resources on training is not fun. Infiltrators aren't even as meaningful as they used to be. Gameplay-wise, there's no reason to have academies around. People who want to train should pressure their leaders to hold more tournaments.

If you are changing mechanics to make their style of play either pointless or greatly reduced in efficiency, then yes you are punishing them through mechanics, simply because they aren't playing in the way you have deemed acceptable. There are player driven methods to resolve this, which not only allow for different play styles between realms and individual choice, but also the possibility of political and other conflict and interaction within the realm. I don't particularly want them punished at all, I was simply pointing out that for realms where this is a problem and the consensus exists that it is not acceptable within the realm, mechanics exist to correct it, which in my view is much better then a game wide system to stamp it out.

Title: Re: Skill Advancement
Post by: Eldargard on October 21, 2014, 08:58:08 AM
Regarding doing vs training, I can not say. On one hand, I agree that participating in a few wars is not all it takes to create a master swordsman. I agree fully. Should you take a few untrained peasants, give them spears and lead them to war it is unlikely that any who manage to survive a handful of battles would become expert warriors of legendary proportions. I was never suggesting that.

I am suggesting that without practical application, all the training in the world will only take you so far. Just as sending untrained people into battle is unlikely to them very far. What I am talking about is a class of people (knights) who trained from childhood on to become proficient warriors and how battle would influence these people. Should these highly trained warriors survive dozens of battles, I can not believe that they would not show real development in the fighting arts.

All that is really quite minor to me though. What is important to me is the ability for characters to increase their skills by doing their job. Some classes/skills allow this easily. Swordfighting/Jousting/Leadership, however, can only really see significant gain via academies. Whether this is historically accurate and realistic or not is not all that important to me.

What is important is that it would, in my opinion, be so much cooler if my character could become more skilled at swordfighting/jousting/leadership by doing his job and fighting in battles. We want people to wage war and all that as this game is BATTLEmaster. Every incentive given to encourage this behavior is a good thing in my opinion. Right now war is fun but it does have it's downsides.

I had a character in Cathay a while ago that had assumed the position of a Duke's Champion. One of his jobs was to partake in duels on the Dukes behalf. I though this was a pretty damn cool idea and it gave me motivation during the time of peace my character found himself in. Then war came and as much as I loved it I couldn't help but feel that this war was holding my character back a bit. After all, despite fighting in battle after battle the character was just not developing his swordsmanship at a rate that could even be considered worthwhile. This change would mean that going to war had one less possible negative aspect associated with it.

As far as the literal mechanics, I can only propose what I think would be good. The devs, should they take a liking to the idea, would certainly be in a better position to judge what would best work for the game as I doubt many know the workings of BM better.

Regarding my suggestion, I doubt that it would make Academy training obsolete. I would even suggest that you could STILL progress at the academy faster, and certainly with more precession, than on the battle field. TO know this for sure would require data though.

* How often, on average, does a noble engage in battle per week/month/year or whatever.
* How often, on average, does a noble participate in a battle in which his unit does not engage any other units?
* What is the average life expectancy of characters (from creation date to date of death/retirement)?
* Using the averages above, how skilled could a character become via battle alone?
* How skilled could a character become using the academy using the only the academy over the course of an average life expectancy?

Answering these questions would allow us to tune the percentages. If 90% chance of skill growth is to rapid in comparison to academies, then drop the percentage. Or make battlefield skill growth progressively more difficult as skill increases like at the academy (as long as the number of battles over a given span of time would result in similar levels of skill growth as training at the academy over that same time period would).
Title: Re: Skill Advancement
Post by: vonGenf on October 21, 2014, 01:29:01 PM
Training is not fun.

So don't train. What is the worst that can happen? Duels will actually be risky? You won't win that tournament that was so important to you having fun?

Having others spend huge resources on training is not fun.

I'm not having less fun because my neighbor likes to watch baseball. I don't understand how that could happen to you.


Gameplay-wise, there's no reason to have academies around. People who want to train should pressure their leaders to hold more tournaments.

If you don't like academies in your realm, destroy the academies there. It'll save you maintenance money.
Title: Re: Skill Advancement
Post by: Chenier on October 21, 2014, 02:18:08 PM
If you are changing mechanics to make their style of play either pointless or greatly reduced in efficiency, then yes you are punishing them through mechanics, simply because they aren't playing in the way you have deemed acceptable. There are player driven methods to resolve this, which not only allow for different play styles between realms and individual choice, but also the possibility of political and other conflict and interaction within the realm. I don't particularly want them punished at all, I was simply pointing out that for realms where this is a problem and the consensus exists that it is not acceptable within the realm, mechanics exist to correct it, which in my view is much better then a game wide system to stamp it out.

What is the "play style" of academy whores? I've been there. I trained infils back in the old days. There is nothing fun about it. It is boring. I felt like hammering my head onto the desk every time I trained. Is there seriously someone who *enjoys* training? Not the end result of having high skills, but the training itself?

People train because it's currently the only way to improve their skills. It shouldn't be so. Training is boring for them, boring for others. A game shouldn't focus any objective on boring processes.

Our characters are high nobles. It should be simply assumed that they train on their free time.

So don't train. What is the worst that can happen? Duels will actually be risky? You won't win that tournament that was so important to you having fun?

Hardly anybody duels because no matter how badass your character is, and how many battles he's led infantry in, odds are the brand new character has as much or higher swordfighting skill than you have. Often, this has led to ridiculous cases of brand-new characters challenging rulers and the like to duels within weeks of joining the game. IRL, if this happened, the war-hardened king could easily just say "bring it on" and slay him.

If he's a peace-lover, though, or never takes risks, then fine, that character shouldn't be a god at swordfighting. But that's what modulated risk-taking is all about. Having it so that characters who don't take any more risk than they do right now only increase skill very slowly and cap at, say, 40%, while characters who jump in head-first and end up with serious wounds most battles, for years, are the only true sword gods.

More wounds also means more turnover.

I'm not having less fun because my neighbor likes to watch baseball. I don't understand how that could happen to you.

I fail to see how this compares. IR, you have a ton of neighbors, and no obligation to frequent any of them. In BM, you are in a team of a select few. It's more akin to being in a family where a certain member of the family is always at the bar, using up grocery money to get drunk. Yes, maybe he's the one that made that income. Doesn't give him the right to disregard everyone else that's relying on it.

If you don't like academies in your realm, destroy the academies there. It'll save you maintenance money.

Believe it or not, I've actually done this when in positions of power. That's irrelevant, however.

It only takes one party to start a war.

If you've got a continent with five realms, three allies on one side and two on the other, and for various reasons four of these realms are led by peace-loving rulers that maintain the status quo against restless nobles that would like for something to happen. Now say that one other realm, with a single ally, is the only one ruled by a ruler that wants to shake things up. So that ruler tries to prepare his realm for war, he orders recruitment of troops and investments in recruitment centres. But, despite how wealthy his realm should be, none of that seems to be happening. His army remains small and the infrastructure remains poor, because those with gold have other priorities. He can't ban them, they'll just switch to one of the enemies, and he'll just be less able to go to war. And so, because he can't mount a reasonable army, he puts off the war again, and again, and again. Just because one or two douchebags wanted to use that gold to train their skills, the whole continent is at peace. Had he been able to divert all of these resources to a war effort, he could have launched a surprise attack on one of his enemies, their two allies would probably have come in to defend him, and then his own ally would probably have come in to even the odds. That single ruler could have brought the whole continent at war.

Academies are detrimental to the game as a whole, not just to the realms that use them.
Title: Re: Skill Advancement
Post by: vonGenf on October 21, 2014, 03:02:25 PM
If you've got a continent with five realms, three allies on one side and two on the other, and for various reasons four of these realms are led by peace-loving rulers that maintain the status quo against restless nobles that would like for something to happen. Now say that one other realm, with a single ally, is the only one ruled by a ruler that wants to shake things up. So that ruler tries to prepare his realm for war, he orders recruitment of troops and investments in recruitment centres. But, despite how wealthy his realm should be, none of that seems to be happening. His army remains small and the infrastructure remains poor, because those with gold have other priorities. He can't ban them, they'll just switch to one of the enemies, and he'll just be less able to go to war. And so, because he can't mount a reasonable army, he puts off the war again, and again, and again. Just because one or two douchebags wanted to use that gold to train their skills, the whole continent is at peace. Had he been able to divert all of these resources to a war effort, he could have launched a surprise attack on one of his enemies, their two allies would probably have come in to defend him, and then his own ally would probably have come in to even the odds. That single ruler could have brought the whole continent at war.

Academies are detrimental to the game as a whole, not just to the realms that use them.

I'm sorry, but your argument boils down to "I know how that game should be played and I want everyone else to play the same way". If you think an academy can weaken a realm so much, then you can be the one to take the lead and attack those realms with academies. Your own academy-free realm won't have these problems, so it should be beat them easily.

Hey, I can even turn the argument around. If academies were not available in any realm, then there would be nowhere to spend your gold but in the military. This would result in all realms being armed to the teeth and would lead to a long-term peace due to the equality of forces and mutually-assured destruction.
Title: Re: Skill Advancement
Post by: Eirikr on October 21, 2014, 09:57:23 PM
The math may not work out (it's a complicated equation, too, so I don't see it being done for a while), but Leadership training in academies does have an impact on how well your troops perform and therefore how often you win. Leadership, of course, is also gained during battle, but when I started, I was told that getting it higher via the academy would be a smart move. So it would actually be pretty interesting to see an academy realm vs. a no academy realm, from an... academic standpoint. (Thank you, thank you.)

Inputs to such an equation would be:

Essentially, you'd look for a common ground: How much does Leadership % translate into combat effectiveness vs. throwing in real gold and time. Input #5 would need to be finagled to determine how the time resources "lost" to training could be used in combat effectiveness... Assuming you need a minimum of 4 hours remaining to reach any destination on a single turn, you could maybe count that input as "hours beyond 8 used per turn".

Sorry I just like these math things sometimes.
Title: Re: Skill Advancement
Post by: De-Legro on October 21, 2014, 10:37:57 PM
Part of the problem here might be perception of the scale of skills. People look at 20% and think, rubbish at hitting things with swords. Like Scarborn said this is the skill of the warrior class, it is all relative. 20% is when compared to the non nobility actually quite a high livel of skill, its is just relatively low vs those of the nobility with exceptional skill.

The math may not work out (it's a complicated equation, too, so I don't see it being done for a while), but Leadership training in academies does have an impact on how well your troops perform and therefore how often you win. Leadership, of course, is also gained during battle, but when I started, I was told that getting it higher via the academy would be a smart move. So it would actually be pretty interesting to see an academy realm vs. a no academy realm, from an... academic standpoint. (Thank you, thank you.)

Inputs to such an equation would be:
  • Time spent training
  • Gold spent training
  • Average Leadership level attained
  • Impact Leadership has on combat
  • Time committed to engage in battle

Essentially, you'd look for a common ground: How much does Leadership % translate into combat effectiveness vs. throwing in real gold and time. Input #5 would need to be finagled to determine how the time resources "lost" to training could be used in combat effectiveness... Assuming you need a minimum of 4 hours remaining to reach any destination on a single turn, you could maybe count that input as "hours beyond 8 used per turn".

Sorry I just like these math things sometimes.

That would get much closer to reality, but perhaps be difficult to convey to the player what stage of training they are up to and how they may best advance their skill. Considering what Scarborn has said about being of the warrior class I am reconsidering my previous statement about battle advancement of skills. If we assume that our characters have trained from birth, then they are already proficient. Perhaps a good starting position is to increase the chance of skill gain from battle and see what effect that has?