What about implementing Garrison Regiments that move very slowly, are primarily defensive, have almost no offense at all, and specialize in urban defense.
These units could be small, maybe only max out at say... 50% morale as an example, good fighting ability and take around 500 manpower to built.
This I think would give some players more incentive to fight til the bitter end in some circumstances.
In addition if you were to put in such a regiment, you could also rebalance militia to cost 1000 manpower and max out at say 75% moral. There should be the ability to spam militia since they are very weak units and give the player the ability try a human wave like doctrine.
8 Replies
27 Nov 2015, 17:15
Morale is actually an indication of condition, as opposed to an indication of motivation of the unit. Militia at the moment can be built every 6 hours, so that human wave tactic, while possible, still isn't a great idea (except maybe in the forests)
Kalantigos
Master Chief Petty Officer.
Game Moderator
EN Community Support
Bytro Labs | Call of War
27 Nov 2015, 18:31
Kalantigos, that's the point I was making though. That the garison and militia units have a reduced condition to balance the faster build and/or cheaper cost.
27 Nov 2015, 20:12
But condition allows repairing?
Kalantigos
Master Chief Petty Officer.
Game Moderator
EN Community Support
Bytro Labs | Call of War
29 Nov 2015, 23:26
Why lowering morale when you can lower Hit Points.. Militia is enough anyway.
30 Nov 2015, 00:30
moral= hit points in this game
"A knight cannot save the world. They call certain methods of fighting good and others evil, acting as if there were some nobility to the battlefield." "Honor? Glory? There's no point in speaking to a killer who indulges in such nonsense." "It's a crime we call victory, paid for by the pain of the defeated"
30 Nov 2015, 01:08
aDudeWhoDoesThings wrote:
moral= hit points in this game
and attack. a low moral also reduces attack.
so, moral basically is the condition of the unit, as in: how men (hit points) & how many guns (fire power) the unit has. that is what I have made out of it...
lowering moral would be a bad idea as moral is repaired automatically at server reset.
IMO militia already does what you say. they are no good for nothing except defence, are relatively weak and fast build. they just cost way too much manpower to be attractive. I build them once in a while and almost always immediately regret it
30 Nov 2015, 11:06
_Pontus_ wrote:
aDudeWhoDoesThings wrote:
moral= hit points in this game
and attack. a low moral also reduces attack.
so, moral basically is the condition of the unit, as in: how men (hit points) & how many guns (fire power) the unit has. that is what I have made out of it...
lowering moral would be a bad idea as moral is repaired automatically at server reset.
IMO militia already does what you say. they are no good for nothing except defence, are relatively weak and fast build. they just cost way too much manpower to be attractive. I build them once in a while and almost always immediately regret it
Thus why I'm trying to think of a balance to this. You could potentially buff the firepower to compensate for the morale limit. this would make them easier to kill, but still having that defensive firepower you'd be looking for. And the aim in this suggestion, is to reduce the cost of manpower/resources to build such units. Easier to kill, maintaining the defensive firepower and a more realistic cost in comparison to standard infantry.
30 Nov 2015, 11:18
I basically agree with your idea.
A simple solution could be to change the characteristics of the militia. That shouldnt be too difficult to enact. A bit less cost in manpower etc, if need, some be reworking their fighting abilities.
Their speed needs not be adjusted as def units. Already they can't go anywhere, as soon as your empire grows a bit