Author Topic: Retreat troop conversion way too high  (Read 2145 times)

0 Members and 1 Guest are viewing this topic.

Offline Keshian

  • King
  • **********
  • Renown: 1176
  • Infamy: 992
  • cRPG Player
  • Diggity diggity
    • View Profile
  • Faction: FCC (Bridgeburner, Unicorn, Cavalieres, Narwhal)
  • Game nicks: Red-haired bitch from hell
  • IRC nick: Bitch, pleasssse.
Retreat troop conversion way too high
« on: November 13, 2011, 04:46:33 pm »
+1
Recently fought a battle where the enemy retreated with 400 tickets left.  They lost 300 and the enemy gained 300, which basically eradicated all the enemy's losses.  75% near the end of a battle is too high a maximum (just imagine autoretreat when run out of time).  25% is devasating enough.  Not sure if chadz and Co. have played with the numbers enough, but its kind of ridiculous that if you don't lose every one of your tickets, then your enemy's troops get almost fully replenished.  You already lose all your gear and then to add insult to injury to give them all your troops???


Can you guys take a nother look at this and come up with something less game-breaking?
http://keshoxford.com/  - Where middle-eastern meets red-hot and spicy!

"[Strat 5]... war game my ass, tis more like a popularity contest"  Plumbo

Offline Dehitay

  • Baron
  • ****
  • Renown: 121
  • Infamy: 48
  • cRPG Player
    • View Profile
  • Faction: Fallen Brigade
Re: Retreat troop conversion way too high
« Reply #1 on: November 13, 2011, 06:41:51 pm »
0
Having the forced auto-retreat cost you any tickets is a bad idea in my opinion. I say if auto retreat is forced, you should keep everything you have left. And then if you want, attack again with that force. It's only voluntary retreats that should cost you tickets and equipment.

Btw, what exactly is the formula for the cost of a retreat? I remember reading during the last strategus, that the dev team wanted to make it based on how long the battle went on. I originally thought it was just 50%, but that definitely wasn't the case with the Tulbuk defense.

Offline Digglez

  • Duke
  • *******
  • Renown: 573
  • Infamy: 596
  • cRPG Player
  • YOU INCOMPETENT TOH'PAH!
    • View Profile
  • Faction: Northmen
  • Game nicks: GotLander, Hamarr, Digglesan, Black_D34th
Re: Retreat troop conversion way too high
« Reply #2 on: November 13, 2011, 06:59:29 pm »
0
i dont get why the troops goto the enemy, they should be destroyed...they are cowardly conscripts that are deserting their army to go home.

Losing half remaining troops & equipment would seem like a much better retreat mechanic

Offline Slamz

  • Earl
  • ******
  • Renown: 386
  • Infamy: 112
  • cRPG Player
    • View Profile
  • Faction: Norse Horde
  • Game nicks: NH_Slamz
Re: Retreat troop conversion way too high
« Reply #3 on: November 13, 2011, 08:19:18 pm »
0
i dont get why the troops goto the enemy, they should be destroyed...

I agree with this.  I would consider something like:
25% destroyed (the ones that vamoosed or were killed trying to vamoose)
25% given to the winner (the ones you captured that switched to your side, similar to single player)
50% returned to the retreating army


Maybe it could even be a factor of army speed.  Like the above values are the base but the chances are modified based on army speed.  Retreating army is faster = more of them are returned.  Retreating army is slower = more of them are destroyed and captured (disregarding quick march).
Crush your enemies; see them driven before you; hear the lamentations of their women.
Norse Horde

Offline chadz

  • The lazy
  • Supreme Overlord
  • *******
  • Renown: 3188
  • Infamy: 724
  • Sir Black King A Gentleman and a Scholar
    • View Profile
  • Faction: irc://
  • IRC nick: chadz
Re: Retreat troop conversion way too high
« Reply #4 on: November 13, 2011, 08:55:06 pm »
+1
needs more info.

attacker or defender retreated, how many troops did it start with on both sides, at what time did the retreat happen. there's many things influencing that variable.

Offline Mannhammer

  • Baron
  • ****
  • Renown: 117
  • Infamy: 46
  • cRPG Player
  • Only War is Eternal
    • View Profile
    • Forty Thousand Years In The Future
  • Faction: Fallen Brigade
Re: Retreat troop conversion way too high
« Reply #5 on: November 13, 2011, 09:21:32 pm »
0
needs more info.

attacker or defender retreated, how many troops did it start with on both sides, at what time did the retreat happen. there's many things influencing that variable.

The Battle for Tulbuk
1) Attacker Retreated.
2) Starting Attacker Troops (1508).
3) Starting Defender Troops(1921).
4) Attacker sounded retreat 63 min into the battle.
« Last Edit: November 13, 2011, 09:23:55 pm by Mannhammer »
visitors can't see pics , please register or login

Offline Matey

  • King
  • **********
  • Renown: 1327
  • Infamy: 372
  • cRPG Player
  • A Pirate
    • View Profile
  • Game nicks: Matey_BRD
Re: Retreat troop conversion way too high
« Reply #6 on: November 13, 2011, 09:39:16 pm »
0
just to clarify, mannhammer does mean that the enemy intentionally retreated, as opposed to running out of time and automatically retreating.
also, the enemy was down to 400 troops when they retreated and after the battle had only 100 left.

Offline PhantomZero

  • Earl
  • ******
  • Renown: 384
  • Infamy: 53
  • cRPG Player
  • I'm going to need you playing at 6AM on Saturday..
    • View Profile
  • Faction: BIRD CLAN
  • Game nicks: POSTMASTER_PHANTOM0_OF_BIRD
  • IRC nick: PhantomZero
Re: Retreat troop conversion way too high
« Reply #7 on: November 13, 2011, 11:46:52 pm »
+4
Why the hell does the winner gain retreating troops anyways? Equipment, fine, but why troops? Wouldn't the retreating troops just desert and go back home? Or side with their former faction if they ever came into battle again?
visitors can't see pics , please register or login

Offline Digglez

  • Duke
  • *******
  • Renown: 573
  • Infamy: 596
  • cRPG Player
  • YOU INCOMPETENT TOH'PAH!
    • View Profile
  • Faction: Northmen
  • Game nicks: GotLander, Hamarr, Digglesan, Black_D34th
Re: Retreat troop conversion way too high
« Reply #8 on: November 13, 2011, 11:50:09 pm »
0
I agree with this.  I would consider something like:
25% destroyed (the ones that vamoosed or were killed trying to vamoose)
25% are taken prisoner by winner and ransomed for 5-10g each
50% returned to the retreating army


Maybe it could even be a factor of army speed.  Like the above values are the base but the chances are modified based on army speed.  Retreating army is faster = more of them are returned.  Retreating army is slower = more of them are destroyed and captured (disregarding quick march).

^^^

Offline Dehitay

  • Baron
  • ****
  • Renown: 121
  • Infamy: 48
  • cRPG Player
    • View Profile
  • Faction: Fallen Brigade
Re: Retreat troop conversion way too high
« Reply #9 on: November 14, 2011, 01:07:41 am »
0
just to clarify, mannhammer does mean that the enemy intentionally retreated, as opposed to running out of time and automatically retreating.
also, the enemy was down to 400 troops when they retreated and after the battle had only 100 left.
I was under the impression that they ran out of time and automatically had to retreat. Has anybody from Hospitaller told us that they purposefully retreated?

Offline Matey

  • King
  • **********
  • Renown: 1327
  • Infamy: 372
  • cRPG Player
  • A Pirate
    • View Profile
  • Game nicks: Matey_BRD
Re: Retreat troop conversion way too high
« Reply #10 on: November 14, 2011, 01:27:55 am »
0
@ Mannhammer   - We sound the retreat it wasnt the timer.


Offline Dehitay

  • Baron
  • ****
  • Renown: 121
  • Infamy: 48
  • cRPG Player
    • View Profile
  • Faction: Fallen Brigade
Re: Retreat troop conversion way too high
« Reply #11 on: November 14, 2011, 04:03:23 am »
0
Well, Fallen just routed an army when they had 33 troops left and got all of 1 troop out of the battle. Considering it used to be 50%, I'm assuming something changed. Was there a thread about this that I missed?

Either way, can somebody just post out what the retreat formula is?

Offline Keshian

  • King
  • **********
  • Renown: 1176
  • Infamy: 992
  • cRPG Player
  • Diggity diggity
    • View Profile
  • Faction: FCC (Bridgeburner, Unicorn, Cavalieres, Narwhal)
  • Game nicks: Red-haired bitch from hell
  • IRC nick: Bitch, pleasssse.
Re: Retreat troop conversion way too high
« Reply #12 on: November 14, 2011, 04:19:56 am »
0
Its probably based on how early in the battle the retreat happened.  But it should amx out at 25-50% not 75% which gets too ridiculous.
http://keshoxford.com/  - Where middle-eastern meets red-hot and spicy!

"[Strat 5]... war game my ass, tis more like a popularity contest"  Plumbo

Offline Vibe

  • Vibrator
  • King
  • **********
  • Renown: 2528
  • Infamy: 615
  • cRPG Player Madam White Queen A Gentleman and a Scholar
    • View Profile
Re: Retreat troop conversion way too high
« Reply #13 on: November 14, 2011, 09:08:05 am »
0
10% to join the enemy army, 30% to run away scared.

Offline dodnet

  • Duke
  • *******
  • Renown: 595
  • Infamy: 149
  • cRPG Player A Gentleman and a Scholar
    • View Profile
  • Faction: Wolpertinger
  • Game nicks: DoD, DoD_Wolper
Re: Retreat troop conversion way too high
« Reply #14 on: November 14, 2011, 11:03:47 am »
0
If you were taken prisoner in a fight you start fighting for the enemy? How is that realistic?  :rolleyes:
The logic of war seems to be that if a belligerent can fight he will fight.

(click to show/hide)