Post by NetherFreek on Aug 20, 2016 7:29:03 GMT
Hi,
In the current wars we only use like 2 or 3 different types of units. Why not add more? In real life not every unit was the same, so why pretending they were in tws?
One good thing about adding different types of units is that you don't have to change the rules, it remains simple. But meaningwhile you increase a lot of strategy inside the game!
Easy to learn, Hard to master!
But how are we going to add them without becomming complicated?
Ok, so i recruted 2 of unit 1. 3 of unit 2. 6 of unit 4 and 8 of unit 5. There total bp is 40.
now i attack. i throw a 8 while i needed a 7. i lose 25% of my army. so thats ehh... 1 of unit 1, 1 of unit 4... ehm... HELP
This is ofcourse way to complicated. we are going to work with a BP-pot and a storage-pot
every units adds some bp and recuires some storage. you add them. so imagine the above units recuires 20 storage...
After you recruited a troop you do not have to remember what you recruted, since that's hell.
so imagine you recruted a troop worth of 2 bp and 1 storage and a troop worth of 3 bp and 2 storage.
Your total strength is 5 bp and 3 storage, no need to remember the recruted troops.
to go above, after you battled you lost 25% of the army. 25% of 40=10. you lose 10 bp. meaning 30 bp left
your storage was 20. after the battle your storage is only 15.
Get the idea?
How is this going to add strategic value?
The gm fills in the list below a couple of times, afterwards he balances them and you have your units.
list:
Bp:
storage:
recruting cost:
tech:
example:
BP: high
Storage: high
Recruting cost: low
Tech: easy
result:
one unit requires low recruting costs but a lot of storage, great for quick recrutement, but ones the storage is full of it your doomed.
one unit has a high bp but also a high recruting cost while storage remains low. They use many time to recrute, but ones you have a lot, you are OP.
one unit has an easy tech tree, sucks in the beginning, but becomes strong later on.
one unit has a hard tech tree, great for beginning, but they will be replaced later on.
etc...
Every different set of troop requires a different tactic. Ones you master them, you become invincible.
This adds a lot of diversity in the game without changing the rules, making it a more tactical game.
So how does the unit system looks like? (note, isn't balanced yet)
Unit 1
Name: militia
Bp at start: 1
Storage: 1
Recruting cost: 1/3
Tech inf: None
Unit 2
Name: common infantery
Bp at start: 2
Storage: 1
Recruting cost: 0,5
Tech inf: easy
Unit 3
Name: grenader
Bp at start: 3
Storage: 1
Recrutinf cost: 0,5
Tech inf: normal
Unit 4
Name: elite infantery
Bp at start: 5
Storage: 2
Recruting cost: 1
Tech: normal
Unit 5
Name: horserider
Bp at start: 1
Storage: 1
Recruting cost: 0,5
Tech: normal
Recruting cost = how many turns you need to do in order to gain the troop per province
In the current wars we only use like 2 or 3 different types of units. Why not add more? In real life not every unit was the same, so why pretending they were in tws?
One good thing about adding different types of units is that you don't have to change the rules, it remains simple. But meaningwhile you increase a lot of strategy inside the game!
Easy to learn, Hard to master!
But how are we going to add them without becomming complicated?
Ok, so i recruted 2 of unit 1. 3 of unit 2. 6 of unit 4 and 8 of unit 5. There total bp is 40.
now i attack. i throw a 8 while i needed a 7. i lose 25% of my army. so thats ehh... 1 of unit 1, 1 of unit 4... ehm... HELP
This is ofcourse way to complicated. we are going to work with a BP-pot and a storage-pot
every units adds some bp and recuires some storage. you add them. so imagine the above units recuires 20 storage...
After you recruited a troop you do not have to remember what you recruted, since that's hell.
so imagine you recruted a troop worth of 2 bp and 1 storage and a troop worth of 3 bp and 2 storage.
Your total strength is 5 bp and 3 storage, no need to remember the recruted troops.
to go above, after you battled you lost 25% of the army. 25% of 40=10. you lose 10 bp. meaning 30 bp left
your storage was 20. after the battle your storage is only 15.
Get the idea?
How is this going to add strategic value?
The gm fills in the list below a couple of times, afterwards he balances them and you have your units.
list:
Bp:
storage:
recruting cost:
tech:
example:
BP: high
Storage: high
Recruting cost: low
Tech: easy
result:
one unit requires low recruting costs but a lot of storage, great for quick recrutement, but ones the storage is full of it your doomed.
one unit has a high bp but also a high recruting cost while storage remains low. They use many time to recrute, but ones you have a lot, you are OP.
one unit has an easy tech tree, sucks in the beginning, but becomes strong later on.
one unit has a hard tech tree, great for beginning, but they will be replaced later on.
etc...
Every different set of troop requires a different tactic. Ones you master them, you become invincible.
This adds a lot of diversity in the game without changing the rules, making it a more tactical game.
So how does the unit system looks like? (note, isn't balanced yet)
Unit 1
Name: militia
Bp at start: 1
Storage: 1
Recruting cost: 1/3
Tech inf: None
Unit 2
Name: common infantery
Bp at start: 2
Storage: 1
Recruting cost: 0,5
Tech inf: easy
Unit 3
Name: grenader
Bp at start: 3
Storage: 1
Recrutinf cost: 0,5
Tech inf: normal
Unit 4
Name: elite infantery
Bp at start: 5
Storage: 2
Recruting cost: 1
Tech: normal
Unit 5
Name: horserider
Bp at start: 1
Storage: 1
Recruting cost: 0,5
Tech: normal
Recruting cost = how many turns you need to do in order to gain the troop per province