Post by Kaleel » Tue Feb 21, 2012 1:08 am
I was reading the thread on archers and how they should be classified as rogues, and then I thought, "What about Guerrilla fighters?" They'd be unique because:
- They can only be deployed once you receive a report of an impending attack.
- They can only attack incoming forces, which means that they have to march out to meet the enemy.
- Because they use guerrilla tactics, the attacking army won't receive any warning that they might be encountering guerrilla resistance. In essence, the guerrillas would ambush the attacking army before it arrives at the target location. For this, it should be faster than knights, but slower than scouts.
- Because their main purpose is offense and catching the enemy unawares, their attacking force should be substantially higher than guardian.
- However, to balance the playing field, they should be totally useless if attacked while in the city (like the scout) and should exhibit with minimal defenses (with the logical argument that the constraints of being under siege in a city decreases their offensive ability).
I recommend the following stats:
- COST:
- Lumber: 200 (more expensive than Guardian)
- Clay: 200 (more expensive than Guardian)
- Iron: 200 (more expensive than Guardian)
- Population: 4 (same as Guardians)
- ATTRIBUTES:
- Attack: 200 (higher than Guardians)
- Defense against infantry: 5 (like Barbarians)
- Defense against cavalry: 5 (like Barbarians)
- Speed: 5 (slower than Scout, but faster than Knight)
- REQUIREMENTS (same as for an Academy, but with max Stable):
- City Hall: LVL 25
- Barracks: LVL 15
- Stable: LVL 20
- Forge: LVL 20
How it might work:
- Your city receives notice than incoming attack is eminent, to land in about 4:00 HRS at 15:36 PM VT.
- You highlight the incoming attack but instead of choosing to "reveal incoming troops", you have an option to "deploy guerilla fighters".
- Just like launching a normal attack, you are taken to a page that shows estimated travel time (say, 2:00 HRS) and ETA to the incoming forces (14:16 PM VT). You won't know the make-up of the incoming forces that you are ambushing unless you use "reveal in coming troops" or until the after-attack report (depending on how many troops survive -- see below).
- You click "Confirm" to launch your forces.
- They head enroute to meet the incoming forces and duke it out.
- You receive an attack report once that happens, and the results are based on how many of troops survive, similar to that of scouts:
- If 75% ~ 100% of your guerrillas survive, then you receive a full report of the incoming troops (as if you had used the "reveal incoming troops" feature) including how many were originally deployed, how many were killed, and how many enemy troops have survived and are still enroute to your location, as well as their army's attacking morale and where they came from (point of origin).
- If 50% ~ 75% of your guerrillas survive, then you receive the same report as before, but without the point of origin.
- If 25% ~ 50% of your guerrillas survive, then you receive the same report, but without the point of origin and original army size.
- If 1% ~ 25% of your guerrillas survive, then you receive the same report, but without the point of origin, orignal army size and morale report.
- If no guerrillas survive, then you receive a null report (like usual).
- RESTRICTIONS:
- Because Guerrillas have no real defensive ability, you cannot send them as defensive units to other cities. This means that you cannot send them away to "dodge" an incoming attack. So if you have Guerrilla forces in a city that is being attacked, then you have to "use them or lose them".
- Because Guerrillas are specialized attack units that can only attack incoming troops (including scouts!), they cannot be used for direct attack against another city.
- If you launch your Guerrillas too late against an incoming attack, it is still possible for them to engage the incoming troops; however, the Guerrillas will be at a disadvantage because they did not have enough time to prepare for a proper ambush, so their efficiency is lowered (e.g., akin to their "morale" being lowered). The amount of efficiency points lost is a function of how little time they had to prepare (e.g., if they normally take 1 HR travel time to engage with an incoming attack, but you deploy them only 30 minutes away from the incoming forces, then their efficiency may be lowered by 25% points).
In this way, they are not some uber-troop that replace the need for the other troops, and instead add a level of complexity to the strategic gameplay (e.g., they take up the same population units as Guardians, but having 500 Guerrillas on hand is only useful if you can respond appropriately to an incoming attack; otherwise, you've just wasted 2,000 population units that could have gone towards 666 Knights for offense or 250 Lancers & 750 Sentinels for defense, etc).
For this to work, however, I think we need to raise the Population from 23,778 to 25,000 to allow for the extra troop type, and I understand that this is a whole other consideration...
Just some thoughts,
-Kaleel
I was reading the thread on archers and how they should be classified as rogues, and then I thought, "What about Guerrilla fighters?" They'd be unique because:
[list]
[*]They can only be deployed once you receive a report of an impending attack.
[*]They can only attack incoming forces, which means that they have to march out to meet the enemy.
[*]Because they use guerrilla tactics, the attacking army won't receive any warning that they might be encountering guerrilla resistance. In essence, the guerrillas would ambush the attacking army before it arrives at the target location. For this, it should be faster than knights, but slower than scouts.
[*]Because their main purpose is offense and catching the enemy unawares, their attacking force should be substantially higher than guardian.
[*]However, to balance the playing field, they should be totally useless if attacked while in the city (like the scout) and should exhibit with minimal defenses (with the logical argument that the constraints of being under siege in a city decreases their offensive ability).[/list]
I recommend the following stats:
[list]
[*][b]COST:[/b]
[list]
[*]Lumber: 200 (more expensive than Guardian)
[*]Clay: 200 (more expensive than Guardian)
[*]Iron: 200 (more expensive than Guardian)
[*]Population: 4 (same as Guardians)[/list]
[/list]
[list]
[*][b]ATTRIBUTES:[/b]
[list]
[*]Attack: 200 (higher than Guardians)
[*]Defense against infantry: 5 (like Barbarians)
[*]Defense against cavalry: 5 (like Barbarians)
[*]Speed: 5 (slower than Scout, but faster than Knight)[/list]
[/list]
[list]
[*][b]REQUIREMENTS (same as for an Academy, but with max Stable):[/b]
[list]
[*]City Hall: LVL 25
[*]Barracks: LVL 15
[*]Stable: LVL 20
[*]Forge: LVL 20[/list]
[/list]
How it might work:
[list]
[*]Your city receives notice than incoming attack is eminent, to land in about 4:00 HRS at 15:36 PM VT.
[*]You highlight the incoming attack but instead of choosing to "reveal incoming troops", you have an option to "deploy guerilla fighters".
[*]Just like launching a normal attack, you are taken to a page that shows estimated travel time (say, 2:00 HRS) and ETA to the incoming forces (14:16 PM VT). You won't know the make-up of the incoming forces that you are ambushing unless you use "reveal in coming troops" or until the after-attack report (depending on how many troops survive -- see below).
[*]You click "Confirm" to launch your forces.
[*]They head enroute to meet the incoming forces and duke it out.
[*]You receive an attack report once that happens, and the results are based on how many of troops survive, similar to that of scouts:
[list]
[*][b]If 75% ~ 100% of your guerrillas survive, [/b]then you receive a full report of the incoming troops (as if you had used the "reveal incoming troops" feature) including how many were originally deployed, how many were killed, and how many enemy troops have survived and are still enroute to your location, as well as their army's attacking morale and where they came from (point of origin).
[*][b]If 50% ~ 75% of your guerrillas survive, [/b]then you receive the same report as before, but without the point of origin.
[*][b]If 25% ~ 50% of your guerrillas survive, [/b]then you receive the same report, but without the point of origin and original army size.
[*][b]If 1% ~ 25% of your guerrillas survive, [/b]then you receive the same report, but without the point of origin, orignal army size and morale report.
[*][b]If no guerrillas survive, [/b]then you receive a null report (like usual).[/list]
[/list]
[list]
[*][b]RESTRICTIONS:[/b]
[list]
[*]Because Guerrillas have no real defensive ability, you cannot send them as defensive units to other cities. This means that you cannot send them away to "dodge" an incoming attack. So if you have Guerrilla forces in a city that is being attacked, then you have to "use them or lose them".
[*]Because Guerrillas are specialized attack units that can only attack incoming troops (including scouts!), they cannot be used for direct attack against another city.
[*]If you launch your Guerrillas too late against an incoming attack, it is still possible for them to engage the incoming troops; however, the Guerrillas will be at a disadvantage because they did not have enough time to prepare for a proper ambush, so their efficiency is lowered (e.g., akin to their "morale" being lowered). The amount of efficiency points lost is a function of how little time they had to prepare (e.g., if they normally take 1 HR travel time to engage with an incoming attack, but you deploy them only 30 minutes away from the incoming forces, then their efficiency may be lowered by 25% points).[/list]
[/list]
In this way, they are not some uber-troop that replace the need for the other troops, and instead add a level of complexity to the strategic gameplay (e.g., they take up the same population units as Guardians, but having 500 Guerrillas on hand is only useful if you can respond appropriately to an incoming attack; otherwise, you've just wasted 2,000 population units that could have gone towards 666 Knights for offense or 250 Lancers & 750 Sentinels for defense, etc).
For this to work, however, I think we need to raise the Population from 23,778 to 25,000 to allow for the extra troop type, and I understand that this is a whole other consideration...
Just some thoughts,
-Kaleel