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 More Realistic/Strategyin Battles

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M7VPC7




Posts : 3
Join date : 2013-08-19

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PostSubject: More Realistic/Strategyin Battles   More Realistic/Strategyin Battles I_icon_minitimeMon Aug 19, 2013 4:38 pm

First, I would like to say that I am new to the community and the game. I know that there are updates coming towards the game, yet I don't know how the developers really want the shape the game. But one thing I feel lacking from a strategy game is actual strategy. Most of the time you either 1. Hid behind wall/lake/or castle. 2. You charge. That doesn't allow much diversity in strategy and tatics to overcome a enemy. It is simply whoever has the highest level army wins.

But what if a level 1 army could be a level 3 army with good strategy? That would mean that any level player has to learn to really get good with postioning their army.

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Here are some of the suggestions to make a more realistic battle. Keep in mind, some ideas might overlap each other. Using from the Light Faction POV. Just replement them as Dark or other Factions if it comes to it.

1. Have hills/elevation. Anyone knows that it is better to be on top of the hill rather than below it. Can see on map when mouse moves over it )highlights the part) Dark green = lowest land/no archer bonus. Light green/yellow = highest land/most archer bonus.

Pros: This allows archers to shoot farther. Army also fighting uphill rather than down hill. Calvary also charges and does more damage.

Cons: Army takes more time walking uphill. Depending on elevation it could be fast going uphill/ short extra range or slow going uphill/ long extra range.

2. Biomes - Swamp/Forests/Plains/Ice - Land that battles can take place in. Not as a whole map, but parts of the map. Maps generate randomly and does not include every single thing. Could be a problem because of how small the map is. You can go through the biomes.

Swamp - Armies take longer to get through the biome. This allows archers to eaily pick them off.

Forests - Armies have same speed as in plains, but archers have lower range attacking/defending.

Plains - What we have right now.

Ice/Desert - Going through will cause army's morale to drop. Some soldiers may die too!

3. Structures - Currently we have structures, but they are basically like anything else on the map. The new maps can generate randomly and does not include every single thing.

Castles - Only certian amount of troops can stay in castles. More defense.

Path/Roads - Allows army to travel faster.

Bridges - allow travel over big huge lakes...or maybe not?

4. Fog Mode - Some other games have fog. It allows you to only see a certain distance from you army (Can be new gamemode). New army units can include scouts (or just use light armies).

- Depending items, some items can allow you to see farther (Telescope)

5. YOU as a general. Your hero that is basically you. Has special attacks/magic. If you die in battle, you don't lose the battle and can still continue. Being wounded/death takes gold to heal. Does not need general to play in any other gamemode (PVE,PVP, etc). When engaging battle, uses auto skills/magic power to beat enemy.

*You can see "yourself" swing a sword. Special effects can be shown (blue sparkes).

6. New units

>Medic/Necromancer - Healthing Units

Heal Units over time during a battle - Only up to 50% of original size (Example 20 men in a unit, only up to 10 people in the unit max can be healed). Morale goes up slightly.

>Barbarians Axemen/Dark armies with clubs....or axes - Lets admit, barbarians have ZERO armor. This is really useless. Though I like the no retreat option thing. They only have a few stats above a light army.

This is the main attacking force. They are much better at attack than swords, but weaker in defense. Also they are faster than swords/archers. Slower than spears.

> Light Army is a multi use army. Can be used as scouts (during fog wars) to main army use. Doesn't have the attacking power of axemen, but has more defensive power.

> Spear Unit is the best unit against the calvary. Their long spears can peirce the horses' lines. But weak against regular units. Have less armor and attacking power. They are faster than axes.

> Archers - No friendly fire because friendly fire is stupid.

> Mounted Archers/"Orc/skeleton archers on monsters"/ dwarfs on bear/etc - Archers on horses can move faster have more maneuverability than regular archers. Why? Because archers move tooooo slow. Once you set the foot archers up, the enemy is right at your door step and and murdering your archers as they return back behind the line. Mounted archers allow you to harass enemy.

Cons: Can not cross swamps. Does not have a charging attribute. Also decreased maneuverability in woods (foot archers have regular speed in woods as in plains). Less troops but more defense.

>Knights/"Dark Knights"- Has same attributes. (Never had the unit, but charging enemy lines would be a nice upgrade).

Cons: Can not cross swamps. Does not have a charging attribute. Also decreased maneuverability in woods (foot units have better speed in woods).

*You may think that the barracks only allow a number of units. This limit of how much units can be place in battle allows the person to discover their own style of fighting. One person might be totally offensive (Axes/Calvary) or totally defensive (Heavy unit<---armored knights?, Archers, Mounted Archers, Cannons). Difference in muliplayer and pvp.

Most of all please know this is a view from a Human Light faction. Never played dark before.
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I know that there is alot, but please consider allow a chance to have a varity of actions to conquer the enemy. If there is already answered to the suggests above, please reply in this topic.
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Hawxindanite




Posts : 11
Join date : 2013-08-20

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PostSubject: Re: More Realistic/Strategyin Battles   More Realistic/Strategyin Battles I_icon_minitimeFri Aug 23, 2013 3:11 am

I like everything but 5 and 6 since those are technically in the game lol XD.

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