MikeC_81 wrote: ↑Wed Jun 03, 2020 5:07 am
Schweetness101 wrote: ↑Tue Jun 02, 2020 8:28 pm
would you be willing to share?
Things that irk me or strike me as 'off' in the game. Warning, incoming wall of text.
...
thanks very much for the long post!
Skirmishers: I see the problem you are bringing up, how would you go about addressing this? What mod change could fix the skirmishers? Changes to evasion chances, AP, melee ability vs non lights, etc?
Pushback: what was the pushback change exactly? what change would you make? I think maybe pushbacks only happen now with some chance on winning impact, and not on winning melees? but maybe they happen on winning melees as well, I don't remember. Would you make it both?
Rallies: have you tried the mod changes? I think that they very well address what you are discussing there.
Terrain: I could look at the terrain generation, but I suspect that it is immensely complex. I think Pete also floated the idea of reducing the amount of rough terrain on maps. I guess most people just reroll maps they really dislike though. What kind of maps would you in general like to see more of?
Cav combat resolution: we talked about this in a few posts, but the idea is for cav combat, and subsequent pursuits, to end faster so that they are more likely to have time to serve their roll of flanking the main infantry line. It's definitely part of the changes all moving in that direction, so that one I would not say is a random change. To be clear, the cav still pursue in the mod, sometimes quite a lot, it's just not as much as before. Just a toning down of some values, and removing some of the pursuits by cav out of a large cav melee when they ought to stay and finish the melee. Even in the vanilla code actually you will find comments about how pursuit values may need tweaking, so its not like these are unprecedented or wild changes. Kind of has to be tried out to get a feel for though.
Flank angle: covered in other posts, but to be clear you still get +100 on flanks and auto drops on rear attacks. If anything, gameplay feels about the same with this change, and its in effect just a) a bit of a nerf to massed medium foot armies (which they needed) and b) a bit of an incentive to use more depth rather than breadth, and to focus on 2v1s rather than 90 degree flanks, which also seems to be in line with what you wanted to see with the pushbacks. All those considerations in your 7th paragraph ("The most egregious change...") are still taken into account when playing. It's not torn out, just modified a bit. I think you should really try out a game of it and see that the resulting effect on gameplay is actually pretty mild. There's been a lot of drama over this one change, but as I've asked people about repeatedly, no one has shown that in a real game it has affected the overall outcome that much. You can still do similar tactics, it just nerfs mediums a bit, removes gamey mid line flanks, and encourages keeping your line together with a bit more depth.
Anarchy: The anarchy stuff does not prevent you from doing planned moves. It more just punishes moving units right up to within charge range of the enemy and then doing nothing with them. If you charge the enemy yourself you'll find that you often don't even notice the anarchy (a lot of posters played whole games without it changing much). It adds flavor and disencentivizes weird moves where you try to use the grid in a strange way right in front of the enemy without charging, but its not preventing you from making plans. Has to be tried out to get a feel for though.
Charge Refusals: The refusals to charge are not in desirable matchups typically, but in undesirable ones (ie at combat disadvantage) and units will never refuse to charge a flank of an engaged unit and thereby lose out on an autodrop opportunity. The only good opportunity it potentially messes with that I can think of is flanking unengaged non-light cav with light cav to forcibly turn them, but I think most people agree that is a bad and gamey move that should (will?) be addressed. In fact, I think charge refusals are an arguably excellent solution to that problem. I think your paragraph discussing this that starts with "With anarchy as it is implemented..." is a bit hyperbolic and not how the gameplay actually plays out. Refusals to charge if anything are helping you make realistic plans, ie by not relying on a very low quality unit to charge a high quality unit in order for your plan to succeed. It adds more interesting decision making in that respect. Real life generals would not rely on a low quality unit that might refuse orders to pin an elite enemy with a charge at a key point. I really think that the refusals to charge add an interesting mechanic that expands risk/reward balance in a positive way. Like for example you say "A reserve unit that was carefully husbanded meant to plug critical gaps in the line now might now randomly not charge to help a beleaguered friendly unit," but again only if your reserve unit is low quality and your engaged unit is beleagured by high quality foes. It would actually make sense if your reseve raw shieldwall unit refused to suicidally throw themselves at superior cataphracts that are about to break your line. That adds more gameplay variety and important decisionmaking with unit selection and deployment for the commander. And would also encourage more in depth lines, and keeping more and better units in reserve, like real armies did (rather than in the vanilla game where people tend to spread out as much as possible and have all decent units on the main line, and keep something like irregular foot or raw heavies as a reserve infantry).
Removing player agency by overloading it with RNG sucks...
again I think that is a bit hyperbolic. It is not removing agency, but adding more considerations to the gameplay. I think you should try it out and see that it is not having as dramatic of changes as you think. Although, it sounds like you are opposed to the Anarchy mod as a concept, in which case I guess I can only say that perhaps the mod is not for you, but I don't want to say that. I'd like you to try it out and see what you think in practice rather than in theory!
The point of the mod is not to use RNG to to "to stop it from being the game of footies and ZoCs," although I'm actually not sure what you mean there. Double drops are not eliminated across the board btw, just for units close to full strength. But, instead of that, in the next v2 version of the mod they will be permitted just for units at somewhat of a combat disadvantage or worse. More or less RNG though is not how I would describe the mod, its not about that either way. I think Pete explained pretty well what the overall idea of the mod is in another post.
Did introduce the flank angle mod knowing that so many potential random troop movements could leave a lot of units with vulnerable flanks?
those two elements, and more, in the mod do have a complementary nature
thanks for adding to the discussion!