However, ruleset designers could carefully trim and tune mechanics with thoughtful use of one or two of these variables, only for certain unit types. It would probably introduce too much complexity. Using lots of these variables together would not be recommended. Together, they would allow nearly complete control for rulesets to specify exact bombard mechanics. These variables would go in the unit_type definitions in the leset file. Possible new variables to evolve Bombardment: īelow is a list of 13 more variables proposed. This is the penalty for firing a mortar from inside their trench !! This makes their tactical position so compromised as to make bombardment a useless mechanic for ground forces. Now they are not only unfortified, but have lost all moves and are therefore completely vulnerable for up to two turns of game time. Second, units which historically and realistically did ranged attacks from secure fortified positions, are forced to lose their fortified status if they bombard. There are two other weaknesses in status quo bombardment. Forcing bombardment to have the same attack strength as standard combat can limit a ruleset designer's ability to specially tune many kinds of situational ranged attacks, and forbids the designer to tune these to achieve realistic or balanced results. Presumably, bombarding is a different kind of action than a standard "to-the-death" combat. Yet for some reason, when doing a brief non-engaging ranged attack of only a few combat rounds, it becomes paralysed and glued to its tile for the rest of the turn. A unit with 6 moves can fight to the death over infinite combat_rounds and still have 5 moves left. For example, Fighter strafing, and other hit-and-run types of ranged tactics. This disallows a number of the exceptional cases where bombardments with low number of combat_rounds could be useful. Bombardment then overshadows and out-muscles all other combat mechanics.Ī lesser problem is the non-optional requirement that bombarding forces the loss of all moves. This results in bombardment being completely OP. This results in an absolutely OP mechanic that can do serious damage to huge stacks, risk-free. The second choice is to give units more combat_rounds so that bombardments are actually effective. This makes "bombarding" more of a poke-and-peck attack that is both extraordinarily weak, yet in some ways still potentially OP for its ability to damage a near infinite number of units. The first choice is to limit bombardment to very few combat_rounds and only in special exceptional cases. The Bombard action's forced behaviour of attacking every unit on a tile is the first and largest problem. bombard_max_range bombard range for all units in the game.bombard_rate # of combat_rounds of bombardment.Ruleset control variables for Bombardment Ĭurrently, the ruleset control only 2 variables over bombardment: every unit on bombarded tile is exposed to the bombardment.fortified status always lost when bombarding. ![]()
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