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Durnilhas

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Hello i will try to explain here a vision of mine hoping you will find this interesting. I'm not really good in english (my native language is french) so sorry for that ^^.

To begin, Paradox do an extremelly good job with his major DLC. Reworked features became really interesting each time. Thank you paradox to try to make the best game ever.
But there is something that didn't move at all since looong time : the combat system. It's poor and rely on soldier numbers. Experienced player can try to play with terrain wich can be deadly to opposite army. They also can do some army pattern to use the best of every type of units (or they just have to read the wiki) but it doesn't change so much between a new and a veterant player and become interesting on late game when you can use many cannons.

So in my opinion there is a problem here. It's a simple combat system if we don't watch on some unknown (for most of player) mechanics with shocks and fire or the hiden (but simple) cavalry flanking charge. It can be enough if we just want to rely on the random leader stats and the luck of choose the only parameter that you can involve in to win the battle : the terrain

So good players and pure inexperienced players are pretty similar in a war. We can't easly tell "that player is good" since a bad player can bring 2x soldier and win the war.
So we maybe can go futher and really improve this system.
I take my inspiration from fiction and history. Battle rely on numbers but also on tactics and strategy. Currently we only have the right to choose the terrain (if you are lucky) and the right to spam armies, hoping you will outnumber the opponent.

In fact i have a nostalgia thought about victoria 1. In this game there was something that disapear in next games. The surrounding system. Surrounding grant bonus. IA also used that type of tactics and you could even see splited army on frontier. It was really an awesome view. In victoria 2 splited army disapeared in a big stack. And we lost flanking bonus. In that way you could never see confederate states win against USA, whereas victoria 1.

So why can't we use a flanking feature rely on map moves?? For exemple joining a battle already engaged on a side or rear or just to choose to strenghen the main army. I'm not speaking about inbattle flanking like cav, inf or any micro management, just army movement

I can see many implementations concepts.

1) There is the visual heart of iron (2?) system, with army fighting far from each other (one in a province and the other in front in another province), staying on their original province. In that system you know, visualy where come from the army where you can flank them with yours.

2) The victoria 1/EU4 visual system, graphically armies are merged in one battle, but there is still the parameter of army flanking.

If you don't see where i'm coming i will explain with an exemple :

There is 2 country at war, the first one have 2 stacks with 5k each. The second have 10k in one stack. The first country make a move and engage, with one stack. The fight visualy merge fighting armies like the current system and this is 5k soldier vs 10k, but the second stack come from the province on the left side and engage some times later. In that way it's a 10k vs 10k but you can also see a +1 on dice for the flanking move.​

You can expand it with the rear. Another stack attacking on the back granting +1 or +2 on dice.​

There is the situation where the ennemy attack on side to, we can imagine a lost of the flanking bonus to not complexify the combat system.
This concept is using the current combat gameplay and just change the dice score rely on your move on the map. The player have more tactics possibility using only simpliest moves.

In that way an army with 5k have more chance to win against a 10k without having 90% chance of loosing because you made good split, and good map movement.

Using it properly can give +3 or +4 on dice score, making much more casuality or moral damage, or both (if side damage are not the same that the main army damage). And we can have some rules, for exemple a flanking army has to be at least 20% of the main army size. We can have a moral reworks (or not). The moral can rely on the main army or be devided equaly (or not) between army.
So you can't have a 1k army as main army and all troops on sides and rear to have the bonus.

Futhermore we can imagine many feature with that :
  • In moutains the defender can't be sided (like the thermopyles battle in 300 movie)
  • New battle view can be made with sides and back represented.
I see two way to change this view to reprensented how the army is flanked :
  1. The first with only 2 back and 2 side represented. Army can occupy sides and back with the right amount of troops and 2 country fighting each other has to gain the control of the side (so country compete to have the flanking bonus). Gaining control by another fight (this sides don't grant a bonus) to control it OR if it's to complicated to develop, a control system wich give the bonus to the country wich have the most troups (in those ways 1k can't steal the bonus to a 15k flanking army).
  2. A battle view with sides represented to both army (so each country can be flanked at the same time) granting bonus to all battle member.
Maybe the main army can make damage to side armies to remove the bonus

Small armies in a huge war can make the difference by flanking. There is many things we can do with a flanking gameplay. Complex and deep feature but not complicated. We can have a little improvement or a huge reword. Futhermore there is a synergy with the fort system that prevent some moves.

For player we could have many scenarii :
  • Players don't flank, they are prudent and make a trench war
  • Player will use the feature system when they can. Waiting behind forts while behind eated piece by piece, waiting the good moment to attack the sieged army wich is a little restricted, or just make like now and do a battle without flanking
  • Player don't want/know how to use the system and play dumbly and be punished by the opposent that use it
  • Player do audacious and smart move and be recompensed by brilliant victory
In conclusion this system give players more control to the final result of a battle with an initial strategy. He is a strategist while his military leader manage the battle.

Maybe the opposent will may think "shit... well done i could have done better" and not anymore "You allied all player to get more soldier than me it's unfair !!" or "you have twice soldier than me i couldn't do anything !!"
 
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magnusvejby

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I did not read all of it (its very long :D ) but i like the idea of a surrounding mechanic.
 

lolada

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CK has more detailed system where there are two flanks and center and if for example one flank starts to fall apart opposing enemy flank army will for example start to flank center army. There are phases where archers (fire), infantry are strong (shock), where cavalry pursues the losing side.. This all could be expanded.

I'd be VERY VERY wary of giving player any control over the battle. I don't think they can program AI to fight on equal grounds to the player, it would make the game way too easy. Good maybe overlooked part of the charm is that we can't influence directly the outcome of a fight when the fight starts.

Good examples of games gone bad way, are games that have a map like EU4 but when combat start they enter into combat phase with battleground in tiles (like Heroes of might and magic). Player can in most cases even with weaker army outmaneuver/outsmart AI and win which makes game too easy and very casual. Another example are Fifa 'managers' where you are managing the club, but all mistakes and ignorance are irrelevant, because player on the terrain can control players and win vs AI even with very bad tactics and teams.
 
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Durnilhas

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Bad tactics and teams? In that case you follow my argue, the player have a little control on what happen before enter the field in football manager, you plan. What i say is, there is no tactics or something like that in eu4.
It's not about givin the power to influence a bad situation to end with a wins, i agree it will be a bad thing. It's givin the possibility to get a tactics and if ennemy have not, he loose more, it's not casualing the game. It let you decide a little instead of nothing. Currently it's just "do i have more soldier? nope? ok i will find allies". I think you made many MP game.
  • How many time did you see a kid/new comer multiplicating alliance while he has a small country and declare war because it's easy to win a war when the ennemy is outnumbered?
  • How many times did you see a major power been wrecked because one or two player makes odd and nonatural alliance only to merge their power to destroy him?
In all case it's the "game of diplomacy" but the result is decided since ennemy have 1,5x more manpower than you.

The CK flanking system is almost already in EU4 and improving it won't change anything. There is flanking, flanking range, target selection and infantry "flanking" possibilities. It's hide but the wiki explain it. There is flanking tactics IN the battle but it's automated. It's cool i agree but the problem is : it's here for everyone equaly and even the military leader don't involve in those moves. We let the game do this for us and for everyone. You just need some cav and even new comers do balanced army pattern... even while they don't know basics like CB system !! Almost all of us just think "i need 2 or 4 cav in my army and it's ok". End of the flanking feature.

In victoria 1 AI was not dumb and not really smart either. You can have little improvements (with flanking system) by only spliting AI army and put them on frontier and move in packs. It become hardier to the player to flank an AI that have many armies. Well i think there is many possibilities that paradox devs can think about not have a dumb army
Long move prediction/preparation and huge strategy can't be made by the AI but it can just follow some rules like :
"if battle already engaged, attack by side and back or strengthen the main army" or something like that.
Forts include restricted movement so it prevent the absolute need of a huge mind fight or give the best of us the possibility to make awesome moves wich give reward. If you are sieging you can be flanked and you fear that, it's a little more realistic than stack up and win a battle against a forteress you are attacking and an army of same size because you get the terrain/river bonus ^^

I will end that the battlefield (provinces/country) are rarely the whole USA, there is not so much province in a battlefield, it's not grand strategy like Heart of Iron. In all case, there is a hole in the combat system. If your only fear is that the AI don't challenge the player we just have to trust paradox dev on designing a feature like that and check if they can make an AI which handle it. I'm open on everything that can improve the combat gameplay (and not the calcul/algo that decide who win).
 

lolada

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Just to denote more, i am NOT against the changes. Combat system could be much more interesting thats for sure.

- I didn't disagree with you completely, i said i would be very cautious to introduce player controlling the mechanics of combat. Influencing it would be acceptable but directly controlling might easily lead to making the game too easy. Just my remarks for the devs if they read it, in any case they probably understand this thematic much better than we. To be clear i wrote about two well known games that have done it bad in my opinion.

- About current flanking system in EU4: I'd rate it as rather bad and would welcome a change. Bad flanking system ironically helps balancing smaller force being easily wiped by larger force since units are just standing and not fighting due to small flanking range

I
f you are sieging you can be flanked and you fear that, it's a little more realistic than stack up and win a battle against a forteress you are attacking and an army of same size because you get the terrain/river bonus ^^
- for example this is good idea. I would like to see implemented in the game that army that sieges a fort in mountains for example, DON'T get defensive bonus if attacked by other army

"if battle already engaged, attack by side and back or strengthen the main army"
- this is good too. AI will already reinforce armies, so this could have added impact in the fight as you explained

One extra thing that i would like to see and that would go well with your ideas is to limit the length of battles, so that reinforcement can't come from 2+ provinces away. Its annoying how most of the battles become STACK v STACK and larger stack wins usually. There's no tactics and skirmishes because of this and maneuvering is very limited. Reinforcements from neighboring provinces would be still possible for example.
 
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Durnilhas

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One extra thing that i would like to see and that would go well with your ideas is to limit the length of battles, so that reinforcement can't come from 2+ provinces away. Its annoying how most of the battles become STACK v STACK and larger stack wins usually. There's no tactics and skirmishes because of this and maneuvering is very limited. Reinforcements from neighboring provinces would be still possible for example.

Yes i agree this could be an alternative. It's simplier to implement, the random don't balance itself because time and it punish bad moves like rushing to far.

I didn't disagree with you completely, i said i would be very cautious to introduce player controlling the mechanics of combat. Influencing it would be acceptable but directly controlling might easily lead to making the game too easy.

I agree we should be cautious.
I'm also okay with some improvement but i really want a gameplay feature and not a parameters tuning. It's why i think flanking (or another thing) is something new that can be fun or interesting to dig, something that punish bad move and reward good ones. I think it's dangerous to make things that not give the satisfaction of success in a game. Currently there no satisfaction or regret, we are passive, it mainly rely on numbers that you can't really change. Something wich only punish grant frustration.

- this is good too. AI will already reinforce armies, so this could have added impact in the fight as you explained

I'm happy of this :). It's what i wanted to explain : a flanking combat system. Joining a battle by side or rear give impact, AI already reinforce army in battle. We all do this.
It's not really complicated to make the AI flanking neither than player to understand how it works. And to improve AI without need to make huge upgrade, you can split his armies.
If a player go futher and think "how can i prevent him to reinforce by flanking" we can get a good strategy feature, deep if you want, simple if you don't.
 
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