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Author Topic: Wolrd map wars - native terrain bonus?  (Read 814 times)

Mephansteras

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Wolrd map wars - native terrain bonus?
« on: April 30, 2008, 11:26:00 am »

After looking at the dev reports lately, I've been thinking about something that may help even out the conflicts a bit and keep the world a little less conquered by the time the actual game rolls around.

Native terrain bonuses. Basically, Dwarves and Goblins do best in mountainous regions, humans on the plains, and elves in forests. Swamps should always give the defender an advantage...hills too, probably. I imagine you're already giving defenders a bonus anyway, but maybe that could be made a little more specific? For example, give sites features like walls, archer towers, traps, moats, etc, that all make it harder for an attacker to win. Might be interesting to decide which races do what to help their defenses. Dwarves are obviously expert trap builders. Perhaps humans rely more on walls and moats? Elves on scattered archer towers and pit traps? Goblins I could see having long walls of spikes around their towers to funnel enemies into kill pockets.

Historically, I think it was a rule of thumb that you had to have 3-4 times the number of attackers to take over a castle. Obviously, a small unwalled village is a different story.

Thinking about this sort of thing, it might also make sense in the normal combat system to give a combatant that is higher up then their opponent some sort of bonus (if they don't already get one). That way, when fighting on a slope or up a ramp/stairs, the fighter on higher ground is more likely to win. This is true in real life, after all. I've done enough real-life sword/spear fighting to know that having the high ground isn't just an expression!

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Align

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Re: Wolrd map wars - native terrain bonus?
« Reply #1 on: April 30, 2008, 01:55:00 pm »

By bonus you don't mean a mere numerical bonus, right? But actual and sensical objects like the mentioned traps/towers/moats.
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Mephansteras

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Re: Wolrd map wars - native terrain bonus?
« Reply #2 on: April 30, 2008, 02:17:00 pm »

Eventually, yes I'd imagine it would all be based on things like wall/traps/etc. But until Toady gets to the point where that's figured in, a simple numerical bonus would help balance things out a bit.

As in all things with DF, it can be a gradually improving area.

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Lyrax

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Re: Wolrd map wars - native terrain bonus?
« Reply #3 on: May 01, 2008, 06:59:00 pm »

You'd have to start out with a numerical bonus, at least insofar as world generation is involved.  That's because world generation wars are mere numerical wars, and they don't actually have moats and forts.

I think it would be nice to give people a terrain bonus, but I think it would make more sense for these bonuses to go to the defender (always) and rely on the size of the city, with larger cities being more heavily fortified.

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