Day and night
Posted: Fri May 29, 2020 4:21 pm
Brainstorm time...
Having two settings, perhaps 6 or 7 turns of day followed by 3 or 4 turns of night might hake for some interesting strategy.
Much reduced line of sight for most units could allow people to sneak up on others during the night.
Specialist night units or night variants of regular units could be an option for players... These units could carry torches to provide daytime conditions for a limited area... Or they could just be well trained in night fighting... A more stealthy approach which could be balanced by making the unit otherwise weaker or more expensive than their regular equivalents.
It would be an interesting decision to choose what mix of units to go for... All regular units and make hay while the sun shines, or some mix of night specialists that might not be quite such good value during most turns but could come into their own at night if they can be kept alive and maybe rested during the day.
Specialist buildings or building upgrades could provide some protection against night stealth.
A rule requiring every unit to hibernate and be inactive, with zero sight if at night, for say 2 or 3 turns every 24 hour, say 10 turn cycle might also make things interesting. Breaking this rule could give that unit a sleep deprivation debuff which could increase over time until the unit can eventually be rested. Setting sentries to protect other resting units, or taking a risk and resting all units could be an interesting decision to have to take based on your prediction on whether you think a night attack is likely or not.
This change, which ideally could be toggled off for this who like to keep things simpler, might make for some interesting strategy and changes in strategy, and also might make for an interesting see-saw cyclical effect where one player has the upper hand for a time followed by the other player getting an advantage for a time.
The other idea could be random weather effects or, even better, seasonal weather effects. This might also provide an interesting seesaw effect if one player makes an army better suited to cold while the other has an army more optimizer for hot. It could be a bit like 1941 to 43 on the Eastern front where one side must defend for a while while the other has a good opportunity to attack for a set or slightly randomized time before roles are reversed for another period of time.
Summer could be a time for buffs for one kind of unit... But these unit's could get a stronger debuff during winter. Also, perhaps certain kinds or units, such as roman units, would do better during summer as opposed to winter, while Japanese units could perform better in colder weather.
Speeds could be halved during muddy season... But this could be made to effect mounted units more than infantry. Rainy season could be debuff time for ranged units. Or just a modest sight reduction for all units
Perhaps a randomly moving large rain cloud could move over the map and be an area where different rules could apply. If so, a weather station building could be built or be open for capture which could allow one side to know what the weather will be, where the could will move, over the next few turns while the other side does not. Perhaps this building could only really be useful if there are 3 of them, with info being provided only for the area enclosed by the triangulation between the three, or more, stations. This could make for some interesting strategy with different players competing to capture a remote weather station on an otherwise strategically unimportant island.
Having two settings, perhaps 6 or 7 turns of day followed by 3 or 4 turns of night might hake for some interesting strategy.
Much reduced line of sight for most units could allow people to sneak up on others during the night.
Specialist night units or night variants of regular units could be an option for players... These units could carry torches to provide daytime conditions for a limited area... Or they could just be well trained in night fighting... A more stealthy approach which could be balanced by making the unit otherwise weaker or more expensive than their regular equivalents.
It would be an interesting decision to choose what mix of units to go for... All regular units and make hay while the sun shines, or some mix of night specialists that might not be quite such good value during most turns but could come into their own at night if they can be kept alive and maybe rested during the day.
Specialist buildings or building upgrades could provide some protection against night stealth.
A rule requiring every unit to hibernate and be inactive, with zero sight if at night, for say 2 or 3 turns every 24 hour, say 10 turn cycle might also make things interesting. Breaking this rule could give that unit a sleep deprivation debuff which could increase over time until the unit can eventually be rested. Setting sentries to protect other resting units, or taking a risk and resting all units could be an interesting decision to have to take based on your prediction on whether you think a night attack is likely or not.
This change, which ideally could be toggled off for this who like to keep things simpler, might make for some interesting strategy and changes in strategy, and also might make for an interesting see-saw cyclical effect where one player has the upper hand for a time followed by the other player getting an advantage for a time.
The other idea could be random weather effects or, even better, seasonal weather effects. This might also provide an interesting seesaw effect if one player makes an army better suited to cold while the other has an army more optimizer for hot. It could be a bit like 1941 to 43 on the Eastern front where one side must defend for a while while the other has a good opportunity to attack for a set or slightly randomized time before roles are reversed for another period of time.
Summer could be a time for buffs for one kind of unit... But these unit's could get a stronger debuff during winter. Also, perhaps certain kinds or units, such as roman units, would do better during summer as opposed to winter, while Japanese units could perform better in colder weather.
Speeds could be halved during muddy season... But this could be made to effect mounted units more than infantry. Rainy season could be debuff time for ranged units. Or just a modest sight reduction for all units
Perhaps a randomly moving large rain cloud could move over the map and be an area where different rules could apply. If so, a weather station building could be built or be open for capture which could allow one side to know what the weather will be, where the could will move, over the next few turns while the other side does not. Perhaps this building could only really be useful if there are 3 of them, with info being provided only for the area enclosed by the triangulation between the three, or more, stations. This could make for some interesting strategy with different players competing to capture a remote weather station on an otherwise strategically unimportant island.