Explorers, militar positions,goons and comanders sugestions.

 
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The last Austriahungarian
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PostPosted: Mon Oct 10, 2016 12:01 am    Post subject: Explorers, militar positions,goons and comanders sugestions.

I just recently tough about european explorers: they pretty much are the same units and i think is pretended that way but...what if each civ has a explorer with slightly diferent bonuses? (I am not talking about the comanders, but the new explorers). For example, persian explorer could build tps faster or cheaper) austrian build the native ones instantly, portuguese/spanish ones get more resources from treasures etc. Or even have a diference in fighting style, the english one could be ranged and stealthy, while the german one is close combat and better for taking tresaures guardians. They could also have deficits (to for example weaken civs that are suposed to be good only later, like brits). Thus is not meant to be trought hc cards but actually a natural ability of them, making whole civs gameplays based on the corect use of them (also because why would you send them?). I mean poles have the new explorer and it would be cool to see in another civs diferent (even if is something simple).


Topic 2: In aoe3 the counter system is pretty simple, musks>cav>skirms>musks, however since ne pretends to make skirmishers much less spamable i fear cavalry will lose a lot of actual fighting place. I just fear that battles will be to much who makes more musk and cavalry will be just for raiding. In real warfare there was no such thing as musks counter cavalry so what about making new formations to show that? For example, inf could enter in either line, cover or square, the first one were they get have more firepower to fight other inf but musch less damage vc cavalry while in square they have less ranged damage but more damage vs cavalry and also more vulnerable to canon fire, while in cover they get musch less damage vc concentrated fire (like canons) but basicaly have no multipliers vs cavalry making them actually weak vs them! They needed to be slow to change tought in order to dont automaticaly change wheterver you want, making musks invincible (maybe some civs could even lack on of those? nah dont know).

Ps: Dont you think it would be a really cool mechanic wise if dragoons had their multiplier vs cav on close combat? They would work as musks but having close combat resistance, being fast, better for raiding and more especialized Mr. Green (i juts think it would be cooler to need to put them in close combat to kill cuiraissers...also less op).

Waiting for answer!
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The Navigator Prince
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PostPosted: Mon Oct 10, 2016 2:37 pm    Post subject:

Fast thinkings:

-About the Explorers:
your sugestion is already contemplated, but in a diferent way - you need to send that special card each civ has to make your explorer more specialized.

-About infantry formations:
I think that is really hard to make, but who knows....
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Nordling
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PostPosted: Tue Oct 11, 2016 11:39 am    Post subject:

I read your ideas and just had to create an account to reply to this post. First of all, you are right about different arrangements of musketeers (or line infantry to be more true to history) that were used to counter different enemies' strategies they employed. However, this is only a game and it has its limitations.

Second of all, I have to completely agree with formula musks>cav being true. I don't know what you are basing your theory on but I read historic books published on napoleonic era, specifically about strategies and tactics of napoleon's cavalry. And it was stated there that there was only one instance in all napoleon campaigns that a regiment of cavalry (i believe it was dragoons) was able to break infantry square. They succeeded because enemy commander was dead and they suffered from a morale shock seeing an only friendly nearby regiment getting shredded and breaking.

So I would say that reigment of infnatry could always win against regiment of cavalry head-to-head. Such regiment has to much firepower at it's disposal to let enemy cavalry get near. Saying that, i assume that both units had the same ammount of training and experience. It goes without saying that a regiment of poorly equipped, inexperienced line infantry would be prone to pre-fire to upcoming cavalry charge (that would be out of effective range) and then to create an effective bayonet wall to withstand this charge and deal heavy casualties. This type of dilemma is of course not applicable to aoe where you don't have such types of problems like equipment, commander's competence, battle experience etc, terrain etc.

To further prove my point, there were certain cavalry tactics tutorials in the era that prohibited charging on well-organised infantry regiment that hasn't been fired upon by skirmishers or artyllery (even if it wasn't in square formation)

Having talked about historic data and game limitations, I consider the concensus musk>cav justified as it covers both issues mentioned.

Oh, and btw. Cuirs are way too op and should be nerfed somehow. It's not the problem with the goons, it's the problem with cuirs.

I think that you mix up skirmisher tactics with line inftantry tactics. Once in battle, line imfantry would at most time be concentrated as they were arranged in regiments and tought simple tactics so there wouldn't be any chaos within ranks of an army because of regiment commander's frivolity.
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