Instead of simply giving units random bonuses, would it be better if they had multiple fighting modes to chose from?
Musketeers:
- Advance move: use ranged attack while moving forward to attempt to engage in melee combat
- Crouch: increase ranged dmg by 20%, increase ranged defence by 10%, increase artillery defence by 20%, decrease melee defence by 30%, decrease speed by 50%, DISABLEDEd WHEn EnTERING MELEE COMBAT
Spear/Pike/Halberdiers:
- Phalanx Formation: Increase melee defence by 30%, increase melee attack by 10% from the front, decrease
melee defence from the side/back by 30%/50%, decrease speed by 50%, increase dmg vs cavalry by 150%
- Charge: Increase speed by 30%, decrease all defence by 50%, Increase dmg by 30%, THIS IS TEMPORARY
HI with sheild:
- Shields up: Decrease speed by 20%, increase ranged defence by 50%, DISABLE WHEN ENTERING MELEE COMBAT
Skrimishers:
- Prone position: increase ranged attack be 50%, increase range attack vs non-proned infantry by 200%, decrease speed by 80%, decrease melee defence by 50%, decrease cavalry trample defence by 100%
- Skimish Mode: attempt stay a safe distance when possible from enemy melee units until engaged in a melee combat
Archers:
- Flaming Arrows: decrease dmg by 40%, add a slash radius of 1, decrease dmg vs cavalry by 20%
- Skimish Mode: attempt stay a safe distance when possible from enemy melee units until engaged in a melee combat
Light Cavalry:
-Skimish Mode: attempt stay a safe distance when possible from enemy melee units, may shoot while running
- Carthagian Circle: cirle around the enemy while shooting
Heavy Cavalry:
- Charge: Increase dmg vs light infantry by 100%, causes 2 radius splash dmg, decrease melee defence by 20%
Motar:
Artillery suport: attack a general area with extremely poor accuracy
All infantry:
- May hide in woods and long grass until the enemy is near
All cavalry:
- May hide in woods until the enemy is near
All Native Prowlers(+coyote runner):
- May hide anywhere UNTIL the enemy is near, they can come closer if hiding in long grass or the woods
PLUS all the current combat modes
Musketeers:
- Advance move: use ranged attack while moving forward to attempt to engage in melee combat
- Crouch: increase ranged dmg by 20%, increase ranged defence by 10%, increase artillery defence by 20%, decrease melee defence by 30%, decrease speed by 50%, DISABLEDEd WHEn EnTERING MELEE COMBAT
Spear/Pike/Halberdiers:
- Phalanx Formation: Increase melee defence by 30%, increase melee attack by 10% from the front, decrease
melee defence from the side/back by 30%/50%, decrease speed by 50%, increase dmg vs cavalry by 150%
- Charge: Increase speed by 30%, decrease all defence by 50%, Increase dmg by 30%, THIS IS TEMPORARY
HI with sheild:
- Shields up: Decrease speed by 20%, increase ranged defence by 50%, DISABLE WHEN ENTERING MELEE COMBAT
Skrimishers:
- Prone position: increase ranged attack be 50%, increase range attack vs non-proned infantry by 200%, decrease speed by 80%, decrease melee defence by 50%, decrease cavalry trample defence by 100%
- Skimish Mode: attempt stay a safe distance when possible from enemy melee units until engaged in a melee combat
Archers:
- Flaming Arrows: decrease dmg by 40%, add a slash radius of 1, decrease dmg vs cavalry by 20%
- Skimish Mode: attempt stay a safe distance when possible from enemy melee units until engaged in a melee combat
Light Cavalry:
-Skimish Mode: attempt stay a safe distance when possible from enemy melee units, may shoot while running
- Carthagian Circle: cirle around the enemy while shooting
Heavy Cavalry:
- Charge: Increase dmg vs light infantry by 100%, causes 2 radius splash dmg, decrease melee defence by 20%
Motar:
Artillery suport: attack a general area with extremely poor accuracy
All infantry:
- May hide in woods and long grass until the enemy is near
All cavalry:
- May hide in woods until the enemy is near
All Native Prowlers(+coyote runner):
- May hide anywhere UNTIL the enemy is near, they can come closer if hiding in long grass or the woods
PLUS all the current combat modes