Author Topic: Ranged unit attacks  (Read 1665 times)

Charles

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Ranged unit attacks
« Topic Start: July 16, 2014, 08:23:02 PM »
It seems to me that there is still a bug in the ranged unit attacks.  If this has been left to be fixed later, I have a different solution that may be interesting:

Title: Limit Ranged Volleys

Summary: Instead of limiting how far an archer can attack from, limit the number of attacks they have to use.

Details: The range for each ranged unit would be converted to number of volleys.  My suggestion would be to use the current numbers but addapt them as follows:  MI 1:1, Archers 1:2, SF 1:2 or 1:3.  So a range 1 MI would have one volley before they would be left to mellee, range 2 MI would have two.  Archers would have double the volleys as their current range, 3 range to 6 volleys etc.  The Range 5 SF would basically have unlimited volleys as I have never seen a battle go to 10  or 15 rounds. 
In the settings for the ranged units there would need to be an additional two settings:  Range at which to attack (1-max) and what to do once out of volleys (retreat, defend, attack).   
The efficacy of the attacks would decrease with the longer distances (and wind) as per usual.  The rate at which the attack decreases with distance may need to be tweaked.

Benefits: Realism.  Units only have so many things to throw/shoot.  This gives TLs the option of using attacks earlier on to weaken their enemies with less effective shots.  Or only attack once they are close ("see the whites of their eyes"), but have the risk that the enemies will reach them before they manage to use their ammo.

Possible Downsides/Exploits: An army of weak archers may be able to decimate a larger infantry army by attacking when they are far away and retreating before anyone reaches them.  This could be interpreted as guerila warefare (not sure that is a downside or a benefit)