DeletedUser
Proposal
Basically 2 suggestions:
1) Attacking an enemy unit should not necessarily end a turn
2) Damage from long range units should affect multiple tiles
Have you Checked the Ideas section for the same idea posted by someone else? Is this idea similar to one that has been previously suggested?
Couldn't find anything this specific. Don't think this counts as "Revise the military system". More so an addition than a revision.
Reason
2 simple ideas that will add more strategy and tactics to battles, and make them more realistic.
Details
1) For example, if a unit is allowed to move 12 steps in a turn, and he reaches the enemy in 5, he should be able to move the additional 7 steps after he attacks (and after the enemy retaliates, if applicable). This will allow 'hit-and-run' options and more efficient use of cavalry (which is currently being ignored by most players).
2) When a long range unit attacks an enemy, a fraction of the damage should spill over to units (both friendly and enemy) standing on adjacent tiles. This will give something to think about to people who move their army in clusters. And it will open the option for units dying through 'friendly-fire'
Balance/Abuse Prevention
Does your proposal open up possible exploits or make it possible for players to cheat? If so, then how can this be addressed?
None I can think of.
Basically 2 suggestions:
1) Attacking an enemy unit should not necessarily end a turn
2) Damage from long range units should affect multiple tiles
Have you Checked the Ideas section for the same idea posted by someone else? Is this idea similar to one that has been previously suggested?
Couldn't find anything this specific. Don't think this counts as "Revise the military system". More so an addition than a revision.
Reason
2 simple ideas that will add more strategy and tactics to battles, and make them more realistic.
Details
1) For example, if a unit is allowed to move 12 steps in a turn, and he reaches the enemy in 5, he should be able to move the additional 7 steps after he attacks (and after the enemy retaliates, if applicable). This will allow 'hit-and-run' options and more efficient use of cavalry (which is currently being ignored by most players).
2) When a long range unit attacks an enemy, a fraction of the damage should spill over to units (both friendly and enemy) standing on adjacent tiles. This will give something to think about to people who move their army in clusters. And it will open the option for units dying through 'friendly-fire'
Balance/Abuse Prevention
Does your proposal open up possible exploits or make it possible for players to cheat? If so, then how can this be addressed?
None I can think of.