Battles need to be redone as well. CTP was on the right track with the idea of ranged attacks, etc. But it needs to be taken to another level. Distance is a factor in battle. When two armies engage each other, they should do damage based on the range of their weapons and the damage at that specific range. If musketeers were to engage a group of soldiers with bolt action rifles, the musketeers would not be able to do damage past 50 yards. The rifles, on the other hand, could be effective up to 300 yards. Then breakthroughs in weapon design would make a unit's attack power greater at a certain range.
This would allow for better defensive strategy based on high ground, because troops on high ground with a defensive position would have a greater range of attack. Then the battle model would work like this. Attack power determines the potential for damage, and the defense power would determine amount of damage taken.
Far-ranged attacks such as cannons and artillery would have two factors. Attack power and accuracy. Mortars of the 1400's were less accurate than the howitzers of WWII (DUH!) they should inflict damage accordingly. Also when a unit "bombards" another unit, damage would also be inflicted accordingly.
Defensive fortifications. When a ranged attacker bombards a unit that is in a fortification, the fortification's defensive bonus should be lowered according to the amount of damage. And sometimes, the fortification could be destroyed, but the unit could survive. Also, I think a retreat factor should be put in. An army of 1000 people isn't going to stand by and be annihilated by bombardment. After the unit gets down to about 200 people, don't you think the unit would retreat? Then the player could put the remainder of the troops back into another regiment. Very rarely is an army completely wiped out. Most often, they are routed and sent into retreat, then later thrown back into service.
This would allow for better defensive strategy based on high ground, because troops on high ground with a defensive position would have a greater range of attack. Then the battle model would work like this. Attack power determines the potential for damage, and the defense power would determine amount of damage taken.
Far-ranged attacks such as cannons and artillery would have two factors. Attack power and accuracy. Mortars of the 1400's were less accurate than the howitzers of WWII (DUH!) they should inflict damage accordingly. Also when a unit "bombards" another unit, damage would also be inflicted accordingly.
Defensive fortifications. When a ranged attacker bombards a unit that is in a fortification, the fortification's defensive bonus should be lowered according to the amount of damage. And sometimes, the fortification could be destroyed, but the unit could survive. Also, I think a retreat factor should be put in. An army of 1000 people isn't going to stand by and be annihilated by bombardment. After the unit gets down to about 200 people, don't you think the unit would retreat? Then the player could put the remainder of the troops back into another regiment. Very rarely is an army completely wiped out. Most often, they are routed and sent into retreat, then later thrown back into service.
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