Thoughts/Ideas on Combat Parameters

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GriffonSpade
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Thoughts/Ideas on Combat Parameters

Postby GriffonSpade » Sun Jun 15, 2014 1:44 am

Just some thoughts and ideas (and perhaps some discussion) about the way combat is and could be set up. I'll mostly focus on pre-gunpowder, but some should translate beyond that as well.

Warriors. Warriors are unencumbered and should move faster than heavily armed units.
-Warriors should have 2 Movement, instead of 1 Movement.
-Warriors should have half defense against Knights, except while on Mountains, Fortresses, and City Walls.

Phalanx. This is clearly the Hoplite phalanx, rather than the Macedonian version of the phalanx (Which I think is represented by 'Pikemen' unit). The formation was a notable improvement over previous melee style combat in both attack and defense wherever it sprung up. On the other hand, bronze is rather expensive and somewhat difficult to acquire compared to iron, so it should probably be more expensive as well.
-Phalanx should have 2A/2D, instead of 1A/2D.
-Phalanx should have 30 cost, instead of 20.

Pikemen. These are the Macedonian style longspear phalanx. They should not receive terrain defense bonuses due to being entirely dependent upon having a tight formation to be effective, and rough terrain would break up their formation and make them vulnerable. They should still receive a (reduced) bonus from city walls since they can stand out in front of them and have their backs protected by the wall. However, their base stats should be higher.
-Pikemen should have 3A/3D, instead of 1A/2D.
-Pikemen should not receive Terrain defense bonuses.
-Pikemen should receive Fortress and half City Wall defense bonuses.
-Pikemen should have 40 cost, instead of 20.

Archers. Archers should have lower base defense. Archers are unencumbered, and thus should move more quickly. Archers should have half defense against Horsemen and Knights. On the other hand, they should receive double defense bonuses from city walls, fortresses, and mountains, which should also nullify the Horsemen & Knights double attack bonus. Archers can counter-fire against enemy Archers, and should have bonus defense.
-Archers should have 3A/1D, instead of 3A/2D.
-Archers should have 2 Movement, instead of 1 Movement.
-Archers should receive double defense bonus from Mountains, City Walls, and Fortresses.
-Archers should have half defense against Horsemen and Knights, except while in Mountains, City Walls, and Fortresses.
-Archers should be able to attack from non-native terrain.
-Archers should have half attack against other archers
-Archers should have +100% bonus defense against Archers

Horsemen. Horsemen are unencumbered, and thus should move more quickly than Knights. Horsemen cannot trample or harry well on rough terrain or when behind walls, and should not receive terrain, city wall, or fortress defense bonuses. Horses cannot scale mountains or walls, so Units on City Walls, Fortresses, or Mountains should have double defense against Horsemen.
-Horsemen should have 3 Movement, instead of 2 Movement.
-Horsemen should not receive Terrain defense bonuses.
-Horsemen should not receive Fortress and City Wall defense bonuses.
-(Archers should have half defense against Horsemen, except while on City Walls, Fortresses, or Mountains.)
-Units on City Walls, Fortresses, or Mountains should have double defense against Horsemen.

Knights. Knights cannot charge well on rough terrain or when behind walls, and should not receive terrain, city wall, or fortress defense bonuses. Horses cannot scale mountains or walls, so Units on City Walls, Fortresses, or Mountains should have double defense against Knights.
-Knights should not receive Terrain defense bonuses.
-Knights should not receive Fortress and City Wall defense bonuses.
-(Archers and Warriors should have half defense against Knights, except while on City Walls, Fortresses, or Mountains.)
-Units on City Walls, Fortresses, or Mountains should have double defense against Knights.

Catapult. Catapults should have the ability to reduce the effectiveness or eventually destroy city walls.(Not including Great Wall) Catapults can counter-fire against enemy catapults, and should have bonus defense. [Each Siege engine should get a similar boost against equal and lesser siege engines]
-Catapults should have +200% defense against catapults

Terrain: Defense Bonuses from terrain, fortresses, and city walls should be capped at +200%(3x)[Except Archers who would receive +400%(5x) on Mountains and City Walls]. Mountains and City walls should not stack at all, and Fortresses should not stack with Rivers.(No one attacks a wall while wading in a river, they wade across and attack from a different direction.)

Barracks: Giving units 100% health regeneration for staying in city is basically giving entire units for free every turn (if they're under siege). This should be reduced. I suggest reducing the barracks regeneration to 35% and reducing Fortress regeneration (from 25%) to 20%.