Move speed of designed units

Hello everyone,

 

From what i see we already have few topics discussing designing units, equipment and its impact on attack and defense stats. However I don't think we've discussed what impact equipment have on units mobility.

 

OK, from the beginning. My main inspiration is from Fantasy General and its more recent remake Fantasy Wars. In those games, on the strategic map, there are many types of terrain: roads, plains, hills, swamps etc. There are also different types on units: light/heavy infantry, scouts, light/heavy cavalry etc. and every type of unit move and fight differently on each terrain type (bonus for cavalry on plains, light infantry will move faster through swamps than its heavy counterpart). Everything logical and quite simple. The problem is: how choosing equipment for a unit will impact its ability to move/fight in difficult terrain? After all we don't want to have fully armored mounted knight with two handed sword charging unhindered through forests and swamps.

 

The simplest solution would be to have speed penalties for each armor type. Ex. leather -> no penalty; chain mail -> low penalty for moving through difficult terrain; plate mail -> high penalty for difficult terrain and low penalty for normal terrain.

 

Other solution (the on I like much more) is to attach weight property to every piece of equipment (armor, weapon, shield) a unit can have and then determine its mobility on total weight of its equipment. Ex. if unit is carrying less than 20% of its max -> no penalty, can move fast through swamps, forests, mountains; 40% -> no penalty, move normally through swamps, etc. 60% -> med penalty; 80-100% -> high penalty, cannot cross swamps, mountains.

 

Second solution also have interesting consequences. For example a very strong race could wear heavier armor and still move unhindered, or a very weak race could be unable to wear plate armor. We could have a special training options or magic potions to increase strength of a unit so it can carry more equipment but still be very mobile (something like creating a commando unit/spec ops).

 

What do you think? Maybe you have some better ideas to deal with this issue?

4,825 views 3 replies
Reply #1 Top

I like where you are coming from, however I prefer the broadbased approach taken by civ, and is currently (at least partially) implemented in the beta 1Z3 (haven't got around to downloading 4 yet!!).    That is ALL units require extra movement points to move into forests, swamps, hills, etc.   I believe this is better at replicating the increased difficulty of traversing the terrain.

An implementation to imitate the extra incumberance of heavy equipment would be to limit "max world moves" as part of unit design.  Realistically, the units' tactical movement should also be limited based on weight of equipment.  I think your idea of using weight vs strength function to determine a max cap for movement would be the most maleable.  Note:  it is a max cap, you wuold still need to equip items that increase speed to get to the cap.

In the above idea I think the UI would need to be tweaked so that you could mouse over equipment and have the unit stats show what the changes would be in the format    Stat   =   (current    ->    if equiped) .   This type of output has been used in a few game, usually you colour unfavourable changes in Red, and favourable in green.  The "current" stat is always white so that you know what you are starting with.   (current is updated to whatever you have equiped).

Reply #2 Top

Well, currently in the Beta 1Z4 there is a slight attack-speed decrease for large or heavy Armor and Weapons.

Thats a pretty cool decision as far as I can tell.

Now, as far as terrain type/height modifiers for variouis equipment ... not sure.

Reply #3 Top

it would also be interesting to have some "light" units that are able to pass thru rough terrain (mountain, swamp) while "heavy" units are unable to enter those.

 

It would create some interesting strategic situations