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Suggestion for pezhetairoi


Marcus Marius
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I have a suggestion to do. I don't know if it has already been said but... The macedonian phalanx or PezhetairoiP's sarissa could be lond enough to make that when they are in formation the back ranks could attack the ennemies but the firsts rank could only attack the back lines of the ennemies. Then it would become important that they are in formation to be really effective.

And I have another suggestion. You could make unit have only one hitpoints but a heavy units with a shield, or a scutum for the hastatii or triarii or an hoplon for the greek hoplites, could have a % oh chance to block the attack. And light infantry would have a high rate of fire.

PS. sorry for my english I hope you will understand me.

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I don't know what the developers think, but I personally think it's a good idea if I get you right.

What you are trying to say: certain units would only have 1 hp but other units would have a % chance of damaging them, so essentially if you are lucky or unlucky you could have the Invincible Army or have your men die in waves? I like it.

It might be hard to implement, but I think it would be a good touch and it would mean that battles would have more of an element of randomness.

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Well, if 0 AD is as much like AoE as I think it is, units will take damage until they die. Obviously there'd be ranged defence but there's no chance of completely blocking, say, an arrow, and taking no damage at all.

I personally think my idea was pretty good, but meh.

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Sorry to disappoint, but we've chewed over this issue before and it was decided to go for a simpler "AOE" method. I like the idea, but imagine the possible lag with the computer required to calculate the probabilities of hitting and blocking and all that in real time with 600+ units (and over the internet, with possible sync issues). It's the same reason AOE3's random physics engine has no actual effect on the game simulation. :P

As far as the Pezhetairoi itself, it is my intention that the unit will have pretty weak attack stats individually. It will always have high armour and hitpoints, but its attack will not increase until it is placed into the Syntagma formation. Then it will become nearly unstoppable (but much slower and vulnerable to flanking).

01_macedonian_phalanx.jpg

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  • 5 years later...

Feel free to sanction this bumping (by deleting my post), but it seems the appropriate place to recall that as displayed on the picture above, the whole syntagma should be granted a fairly high piercing armor, or more precisely some resistance to arrow damage, as the arrayed sarissa would ultimately act as solid net able to deflect some missiles. I'm not a specialist however to quantify the deflection, but it should surely be less protective than a tortuga.

The distinction between general piercing damage and arrows is not a problem for the first ranks, because of the sheer length of the sarissa, no match to other spears.

Or make the archer less efficient (on the opposite, skirmishers would hit normal piercing armor).

I don't know how you can handle a flanking or rear attack by archers, though.

This is in case you schedule to have raining arrows over a formation...

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