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Military Suggestions
#1
We should be able to do something with military, ya know. Feel free to post your suggestions here.

My suggestion is simple, but anyway...

When war is declared, we can deploy our military to enemy cities which will raze the enemy structures and possibly destroy the entire city unless challenged by other forces. Maybe a sort of DEPLOY <AMOUNT OF TROOPS> <CITY> sort of command. :-)

Additional features could include the ability to create legions with different specialisations, like some raze buildings faster, some are better at engaging enemy militaries etc. And we can give the legions tags as well, for example "Hogwarts1" So when we want to deploy, we would be typing DEPLOY HOGWARTS1 <CITY> to send the soldiers in Hogwarts1 to the specified city.

This would probably require a lot of work but I'm sure its possible.
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#2
How would you propose that this work if the destination city is on the other side of the water from where you're deploying from.

For that matter, how would you measure that? Would you have to ship troops between islands as you do resources, and have the "base" military on an island dependent on how much of your military score comes from there? If two cities on the same island are attacked, can the full force of the military defend either one? Both at once?

Sorry for all the questions and lack of answers - I do think this is an interesting idea, but it would need to be fleshed out if it were to be implemented.
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#3
BUMP on an old thread - Would love to see some development on Military - as I think this is an area where Empire can really differentiate itself from other Codebases.

As we operate on a "Tile" based system for the open world, I'd say we have Units that have to physically move across the map - that can move a certain amount of tiles per in game day. Terrain could play a large part here as well. Maybe they can move 3 tiles a day on roads, 2 tiles a day on Plains / Grasslands, 1 tile a day on Forests. This also adds strategy to how you build, as roads become more important - Bridges would be needed for Rivers, Tunnels would be needed for Mountains, or troops would have to travel further to get around them.

In terms of Continents I'd say Troop Transport ships would be the answer. I'd see it as you can issue orders to Troops from a Menu screen that you access in a Barracks - but that you would only be able to see troops on the continent you are on. So if you shipped Troops to another continent via Troop Transport you would need to have a Barracks on that Continent to be able to do anything with them.

Not sure how realistic this is from a coding perspective - but this would be my "wish list" for a barebones Troops System.
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#4
Moving units across the map leads to a lot of pathfinding and heavy processing; this is why the game usually only worries about the distance between things rather than the terrain. I also worry about any interface that requires menus.

That said, I am definitely interested in improving the military aspects of the game. I would like to keep military activity around where players are, rather than letting people dispatch troops with no players present. I think separating military from players would lead to a situation where an empire with a huge number of military troops could deploy them against every enemy at once.
Khufu
EmpireMUD 2.0
Programmer, Owner, Lead Designer
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#5
(05-02-2016, 07:27 PM)Khufu Wrote: Moving units across the map leads to a lot of pathfinding and heavy processing; this is why the game usually only worries about the distance between things rather than the terrain. I also worry about any interface that requires menus.

That said, I am definitely interested in improving the military aspects of the game. I would like to keep military activity around where players are, rather than letting people dispatch troops with no players present. I think separating military from players would lead to a situation where an empire with a huge number of military troops could deploy them against every enemy at once.

All makes sense - what if we had a specific building - A staging Camp perhaps - that requires a high level of Battle Skill.  So you have Military units trained and stationed at Barracks, then you have to travel out to where you want the units to be - and build the staging ground.  You can then requisition Units from the main forces - and the engine calculates how long it will take for them to arrive.  I do like the idea of terrain having an impact, so I don't know if it could do a single pathfinding calculation when you do a military requisition - that would work out shortest route, including oceans, Roads, Mountains etc.

Once Troops arrive at a Staging Camp you can then Order then to attack a site within a given amount of Tiles distance, but this would mean you have to travel to Enemy Territory to actually order an attack, which opens you up to being attacked by other players - which I think is a good thing!
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#6
Just gonna add to this again.

My basic idea wasn't for soldiers to instantly be deployed to opposing cities, no. It would have to take time and all, but as Khufu says, apparently all this pathfinding takes heavy processing.

My idea would be for soldiers to have a maximum travelling limit, so they will refuse to march more than, say, 300 tiles from home, else they'll be demoralized and desert the army. This would encourage the building of more cities because it allows empires to expand their sphere of influence. Because as teyras posted some time ago, right now having multiple cities is pointless.

Also travelling takes time, maybe 1 tile per real-life 30 minutes? Empires in the nearby regions will also be able to build ... say ... scout towers to let them watch troop movement in the area. At this marching speed, even to march 50 tiles would take quite a few hours, which hopefully is enough time for the target city to respond.

A good way to take care of the noplayers present warfare problem would be to give soldiers an advantage if one of their empire's members are within 20 tiles of them, or if they are fighting within 10 tiles of their own city. This way big empires will be wasting resources if they try to attack multiple empires at once, unless they have a lot of members (so the defender's boost will be much stronger to take care of this). Oh yeah, and maybe empires can organize citizen militias to join defensive battles!

All this takes a massive lot of coding, but really, what is EmpireMUD without a proper warfare system? This warfare system will make inter-empire wars more common and freshen up the game. Its also a fantastic marketing feature.
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