I remeber a game no one ever heard of called "Battle Relms" and it was actualy realy cool becasue it had a non-liner training system, for example train an archer, then send the archer into a swordsman training place and youl have a light skimersher with a bow and a sword. However send some one into the same building twice and they get to the secont level, so send someone into the ranged building twice, they beome master bowmen and so on. Even though the non-liner training methods whereent implemented very well, the game was onto something.
Another thing that Battle Relms did well was Mellie combat! Sure, Arrows rained death (and sometimes, Firey dead), but once a swords man rushed into the melee, the bow man is skrew as thy try to parry with a long bow! Also, they had MORE then ONE annimation for the combat. So insted of whatching Hit, repeat, hit, repat, hit repat ext, you whatched, overhead, parry, dodge, whirl around and strik, pull back and slice, ect. So massive battle flowed like real battle do, with a rythem of parrys, blocks, striked and other things. It looked REALY REALY cool. only problem is that the animations didnt havent any actualy EFFECT on combat! It was still hit,hit,hit,hit,hit hit exter. So if a unit dodged IT still got damaged!
So i was thinking that any game with melee sould be slightly smaller in scope then RTW but sould be more detailed. Let me give an example.
Two BowMen with:
Health 5
Dmg: 10
Tohit: 75%
Dodge: 30%
Armour: 5
So a bow man fires on another bowman, and the game cheks the to hit, then subtracts the dodge (so the effect is 75 - 30 = 45 for those math buffs) and then chechs to see it the arrow hit. Lets say it dosent and it plops into the ground at a area defened by how off the to hit perentage roll was. The onscreen effect is the arrow flys on a arch, but the targeted bowman snaps out of the way. So the Secont Bowman snaps back out of cover and fires his bow at the First Bowman. Lets say he hits. The arrow flys plop into the First Bowman's chest and he fall dead, perahaps useing ragdoll physics. The Secont bow man gets another percent to hit TO hit and to dodge, becasue he used both skills sucsessfully. Now he has thease stats
Health 5
Dam: 10
Tohit 76%
Dodge 31%
Armour 5
So you see the reson why the game sould be rather smaller scale than RTW and other games, becasue of the rolls, the animations extera.
So the rule of thub is, Archers ( bowman or whatever) have a better to hit and a smaller dodge then Swordsman, while Swords man have lower to hit and higer Dodge becasue its easer to parry a sword then dodge an arrow.
However the units health would have to be relativly small, so that the dodgeing and parrying and stuff dosent make it impossible to kill things. Armour subracts from the damage, duh. So sometimes armour can save your hide, but it also lowers your dodge. A knight would have hige armour and low dodge. Exept i always imagen this to be more of a samiuri setting, but thats probebly becasue Battle Relms was sett like that and it worked great becasue your uinits could do realy cool martial arts moves in combat.
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