Salve Romans,
as Johan has shown in the dev diary the unit types from IR are the same as from eu rome with a few additions. in screenshots and the presentation we could also see that the dmg system has been copied. this means for example that archers deal 125% against light 100% against heavy infantry and 50% against cav etc. unfortunatly this system has the same flaws as in eu rome.
the flaw beeing the system is not really a rock paper sciccor system but just based around if you can afford the most expensive units. in eu rome war elephants are the most expensive, but if you get your hands on them your armys are invincible, they counter everything else and have no weakness. the next best thing is heavy infantry which is good against everything and has almost no weakness.
as you can see not army composition wins battles but simply having the right trade good to build your units and enough money to pay them.
now johan also mentioned different army stances, i guess this will be something like open formation counters cav and war elephants, closed formation counters heavy inf etc but i dont think this will be enough to make the combat system really intresting for me.
however i like the idea of it. somebody mentioned a chess board combat system, which i also like. why not combine those two?
your two armies spawn on the opposite sites of a chess board in the formation you selected for them. you have no controll over your units, they are ai controlled, this is not rome2. every unit has its own specific speed, so a formation moves with the speed of its slowest unit until combat occurs.
https://imgur.com/a/qqxEAMC
during combat the cav will activly try to outflank the enemy units and attack the back with weak 2nd row units. if you have more units than the enemy your units will try to envelop the enemy and attack from multiple directions. archers will try to keep their distance but cannot hope to outrun cav or light infantry once their frontline breaks.
terrain could be simulated( city terrain blocks random tiles in the middle and makes flanking harder, mountain just flat out reduces the size of the chess board) units with low morale try to retreat which might be impossible because your formation is too tight. reeinforcing armies will spawn at the back and have to walk all the way to the front. horse archers would dash to the front and start shooting at the enemy while keeping a safe distance and withdrawing if they get chased.
the beauty of this system would be that you could actually see how your troops behave instead of the abstract 4 line system we have so far that never really simulated flanking and the like.
johan said ir will be the ultimate gsg. i would like it to be more than just a combination of ck2 eu4 and vic2. i would like to see completely new mechanics and systems that set new standards for pdx's next generation of games.
tl;dr i dont want the combat system of vic2/ck2/eu4 getting reused and would like to have an actual rock paper sciccors system
as Johan has shown in the dev diary the unit types from IR are the same as from eu rome with a few additions. in screenshots and the presentation we could also see that the dmg system has been copied. this means for example that archers deal 125% against light 100% against heavy infantry and 50% against cav etc. unfortunatly this system has the same flaws as in eu rome.
the flaw beeing the system is not really a rock paper sciccor system but just based around if you can afford the most expensive units. in eu rome war elephants are the most expensive, but if you get your hands on them your armys are invincible, they counter everything else and have no weakness. the next best thing is heavy infantry which is good against everything and has almost no weakness.
as you can see not army composition wins battles but simply having the right trade good to build your units and enough money to pay them.
now johan also mentioned different army stances, i guess this will be something like open formation counters cav and war elephants, closed formation counters heavy inf etc but i dont think this will be enough to make the combat system really intresting for me.
however i like the idea of it. somebody mentioned a chess board combat system, which i also like. why not combine those two?
your two armies spawn on the opposite sites of a chess board in the formation you selected for them. you have no controll over your units, they are ai controlled, this is not rome2. every unit has its own specific speed, so a formation moves with the speed of its slowest unit until combat occurs.
https://imgur.com/a/qqxEAMC
during combat the cav will activly try to outflank the enemy units and attack the back with weak 2nd row units. if you have more units than the enemy your units will try to envelop the enemy and attack from multiple directions. archers will try to keep their distance but cannot hope to outrun cav or light infantry once their frontline breaks.
terrain could be simulated( city terrain blocks random tiles in the middle and makes flanking harder, mountain just flat out reduces the size of the chess board) units with low morale try to retreat which might be impossible because your formation is too tight. reeinforcing armies will spawn at the back and have to walk all the way to the front. horse archers would dash to the front and start shooting at the enemy while keeping a safe distance and withdrawing if they get chased.
the beauty of this system would be that you could actually see how your troops behave instead of the abstract 4 line system we have so far that never really simulated flanking and the like.
johan said ir will be the ultimate gsg. i would like it to be more than just a combination of ck2 eu4 and vic2. i would like to see completely new mechanics and systems that set new standards for pdx's next generation of games.
tl;dr i dont want the combat system of vic2/ck2/eu4 getting reused and would like to have an actual rock paper sciccors system