Concentration of means and forces
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Concentration of means and forces
I love the game, which I have just discovered, but there one thing I which the game had: the ability to concentrate "means and forces". Here is what I mean:
If side "A" has its units deployed into a semi-circle (like a "U" letter) and side "B" decides, for whatever reason, to move inside the half circle and attack the unit at the bottom of the "U", only the attacked unit will be able to respond at the moment of attack. Of course, as soon as it is turn of "A" all the units will be able to attack the B unit. However, by then the attacked unit might be destroyed. In real warfare, ALL the A units within the half-circle would immediately attack the B unit which might come under so heavy attack that it might itself be destroyed before completing the destruction of the A unit at the bottom of the semi-circle. The bottom line is this:
I think that it would be useful to make it possible (at least as an option) for ALL the units adjacent to an attacking hex to immediately counterattack together and simultaneously.
My modest 2cts.
Mamadu
If side "A" has its units deployed into a semi-circle (like a "U" letter) and side "B" decides, for whatever reason, to move inside the half circle and attack the unit at the bottom of the "U", only the attacked unit will be able to respond at the moment of attack. Of course, as soon as it is turn of "A" all the units will be able to attack the B unit. However, by then the attacked unit might be destroyed. In real warfare, ALL the A units within the half-circle would immediately attack the B unit which might come under so heavy attack that it might itself be destroyed before completing the destruction of the A unit at the bottom of the semi-circle. The bottom line is this:
I think that it would be useful to make it possible (at least as an option) for ALL the units adjacent to an attacking hex to immediately counterattack together and simultaneously.
My modest 2cts.
Mamadu
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Re: Concentration of means and forces
WINR, firstly. In real-life warfare, combat is not turn-based. This is actually a direct result of that.
On the other hand, this would be an interesting ability for a unit to have.
On the other hand, this would be an interesting ability for a unit to have.
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Re: Concentration of means and forces
i think i would add to the strategic portion of wesnoth if it were an ability, but that also might lead to unit spams and we all hate unit spams.
Re: Concentration of means and forces
Wesnoth Is Not Reality, but from the game-mechanic Point of View, the only units capable of moving into the U in the first place are units with the Skirmisher ability (unless the U is made up from level-0s in which case nothing much changes). Those skirmishing units are just the units "realistically" capable of dodging the flanking attacks (ZoC in game terms) of the units on the ends of the U. I don't see the need for an "anti-skirmisher" ability not covered by already existing game mechanics (ZoC no longer strictly tied to level 1+) (does ambushing units stop movement of skirmishing units).
Re: Concentration of means and forces
If the unit starts from the opening of the U, it can move into the U on it's next turn. Which would be really stupid in most cases.
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Re: Concentration of means and forces
well yes, sure, I just used this extreme example to illustrate my point. in reality it would apply to a situation where, for example, two A units would be next to each other but only one (the weaker one by the AI rules) would be attacked. happens to me several times in each scenario.Neoskel wrote:If the unit starts from the opening of the U, it can move into the U on it's next turn. Which would be really stupid in most cases.
and yes, I know that BfW is not about realistic warfare; I just think that this would be a neat option to have.
Re: Concentration of means and forces
HAPMA - Hexes Are Possibly Miles Across
"Ooh, man, my mage had a 30% chance to miss, but he still managed to hit! Awesome!" -- xtifr
Re: Concentration of means and forces
All the units in the adjoining hexes will have the chance to get their own back on their turn.
Re: Concentration of means and forces
Well, from a gameplay standpoint, this would heavily reward defensive playing. Seeing as how in Wesnoth it takes about 2-3 turns/unit to kill a foe, this would make games more stagnant or more hopeless by punishing counter-attacks in a more harsh way.
*hands over e-cookie*
I love it when mechanics are used to explain Wesnoth consistently in itself.Gauteamus wrote:Those skirmishing units are just the units "realistically" capable of dodging the flanking attacks (ZoC in game terms) of the units on the ends of the U.
*hands over e-cookie*
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Turn on, tune in, fall out.
"I know that, but every single person nags about how negative turin is; it should be in the FPI thread "Turin should give positive comments" =)"-Neorice,23 Sep 2004
Re: Concentration of means and forces
*steals it*Cuyo Quiz wrote:*hands over e-cookie*
<chomp>
Uh, that was yummy.
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Re: Concentration of means and forces
It's a good idea, it's just not a good idea for Wesnoth.
Wesnoth is more like a board game than it is like an RTS. This change would result in a good game that is no longer Wesnoth.
Wesnoth is more like a board game than it is like an RTS. This change would result in a good game that is no longer Wesnoth.
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