Lucky
Arcane
- Joined
- Apr 28, 2015
- Messages
- 672
It's not perfectly realistic, but hardly highly unrealistic. Enemies only get loads of attacks if your merc is almost surrounded, in which case you would absolutely get gangbanged to death in an actual fight. In fact, getting even partially encircled is one of the worst things that could happen to you. If you're trying to escape at that point then you're already too late.
Me, I like the disengagement system a lot. It's a clever solution to backstabs, while also adding a lot of tactical depth. Without it or with a watered-down version, the kind of line combat that this game has would be impossible.
That would just be a double punishment for low resolve, since those are the ones most likely to break in combat. It's also not really a matter of being determined or not (if anything, someone with low morale should be even more determined to get away), but how getting hit makes it physically hard to get away. I think it works fine currently; running away is rather difficult if people are succeeding in beating the shit out of you.
Having a blast with the pike so far. It suits me much better than the billhook, even with the lower damage to armour. Great way of freeing up mercs that I want to move or to move around the enemy battle line. On the other hand, the nerf to Killing Frenzy has slightly curbed the momentum of my crazies. I really have to keep up the pressure for them to keep those sweet bonuses now. Not a huge deal, though. My playstyle is death or glory, so turns without someone getting killed on either side are rare.
Me, I like the disengagement system a lot. It's a clever solution to backstabs, while also adding a lot of tactical depth. Without it or with a watered-down version, the kind of line combat that this game has would be impossible.
How about this: attack of opportunity from every direction, resolve check if anything hits. Check is harder the more damage the unit took. If it passes, it moves (despite taking damage). If it fails, it stays put.
That would just be a double punishment for low resolve, since those are the ones most likely to break in combat. It's also not really a matter of being determined or not (if anything, someone with low morale should be even more determined to get away), but how getting hit makes it physically hard to get away. I think it works fine currently; running away is rather difficult if people are succeeding in beating the shit out of you.
Having a blast with the pike so far. It suits me much better than the billhook, even with the lower damage to armour. Great way of freeing up mercs that I want to move or to move around the enemy battle line. On the other hand, the nerf to Killing Frenzy has slightly curbed the momentum of my crazies. I really have to keep up the pressure for them to keep those sweet bonuses now. Not a huge deal, though. My playstyle is death or glory, so turns without someone getting killed on either side are rare.