Thread on squad mechanics

Suggestions on improving Elemental's handling of squads

I do like the concept of squads and the current system of 4-8-12 seems a good layout. However how the game handles the squads right now, leaves some things to be desired.

 

The armor of squads is way off. The game adds together the armor of all the units in the squad and uses it as the squad's armor. It is as if all the unit's are minched into a ball of meat and then plated with 4/8/12 times as thick armor as they used to have. Voila, warriorball! Joke aside, when you put people in squads, they do not get better armor. Each individual's armor would be as penetratable as before. However, depending on the squad's experience and maybe civilization's level of army organization, each individual would get a bonus to their defense. This would not however be proportional to the other individual's armor however, quite the contrary one might argue. A team of light warriors with leather armor would be much more effective in working as a squad, than a bunch of immobile, heavy plated ones. I do know that this is a fantasy game, but some slight contact with real physics is still in order.

 

Then there is of cource also the issue on hitpoints and their regeneration. I'll throw the ball to someone else for now, as I have to go.

4,799 views 3 replies
Reply #1 Top

read my thread about this.

 

Yves

Reply #2 Top

Ok, I move my thread over to yours. Hopefully they will have chemistry and a nice future together.

 

 

edit: Wtf that smiley is just freaky |-/

Reply #3 Top

You might also want to look at my suggestion on Squads https://forums.elementalgame.com/394023

 

Where I try to make it so that Heroes in the late game you can make Units of almost any size which are strong against Squads of any size.

IE you can make a 12 person team that almost always beat s another 12 person team, but does not fair well, against a loan hero. or a Team of 2.

 

The result being even in the very late game you still have reason to choose to build 1 and 2 man groups. Because those 1 and 2 man groups are better at killing equal cost armies of 12 people then any army of 12 people can be  (for the same cost).

 

It also fixes the magic being boring and weak in the late game problem at the same time.

Robbie Price