Conquerable Artillery

Thread: Conquerable Artillery

  1. broccoliano said:

    Default Conquerable Artillery

    One thing that I always found odd in Empire was the chance to conquer,and keep,enemies vessels,while you couldn't steal the enemy artillery.This was at least as common as ship stealing,and since the game already has this kind of option,it shouldn't be too hard to extend.
    This would add to the tactical experience,as loosing your cannons will mean to see them against you the next time,or viceversa.

    Regards
     
  2. RO Citizen's Avatar

    RO Citizen said:

    Default Re: Conquerable Artillery

    Yep, you're right. I also hope POWs will be reincluded.
    [Col] RO Citizen
     
  3. broccoliano said:

    Default Re: Conquerable Artillery

    POWs?
     
  4. General_Meevious's Avatar

    General_Meevious said:

    Default Re: Conquerable Artillery

    Prisoners of war... in Empire they were automatically murdered, but it would be nice to have the option to hold them for ransom, free them, kill them or try to integrate them.

    While I agree with cannons, the fact that most factions can build most cannon types foils a lot of the potential appeal. It would certainly have been nice in warpath though and for those with organ gun dlc.
     
  5. Humble Warrior's Avatar

    Humble Warrior said:

    Default Re: Conquerable Artillery

    Quote Originally Posted by General_Meevious View Post
    Prisoners of war... in Empire they were automatically murdered, but it would be nice to have the option to hold them for ransom, free them, kill them or try to integrate them.

    While I agree with cannons, the fact that most factions can build most cannon types foils a lot of the potential appeal. It would certainly have been nice in warpath though and for those with organ gun dlc.
    Somewhat unreal that POWS are not in ETW, they were in every TW except the original Shogun and that one is understandable. ETW even says that the POWS may be returned later, although I haven`t seen that notice in 1.4 or 1.5, I wonder if they deleted it?

    How can you have a strategy\tactical game based on 18th century warfare and not have prisoners? Obviously another CA screw up. Probably ran out of time.
     
  6. Gezoes said:

    Icon14 Re: Conquerable Artillery

    Hell yeah, give us back prisoners, and while we're at it: Why not make it so, that if I decide not to shoot or ransom them, but to save up an x amount of prisoners I can create a free penal regiment... on par with, say, conscripts/militia. And I love the idea of capturing artillery. Expected it would be in as well. Those small things make the gameplay...
     
  7. ssmarine's Avatar

    ssmarine said:

    Default Re: Conquerable Artillery

    Quote Originally Posted by Gezoes View Post
    Those small things make the gameplay...
    Agreed.


     
  8. Randall Turner said:

    Default Re: Conquerable Artillery

    While I agree that these little touches would be interesting, I can't get too worked up over their inclusion when there are problems with the core systems.
     
  9. Doe3000's Avatar

    Doe3000 said:

    Default Re: Conquerable Artillery

    Having the option to capture artillery would be brilliant. If you don't want them after the battle you should have the option to sell them for gold.

    As for prisoners of war, this would be a nice addition for a future total war (I believe it might be too late for Napoleon). I think the reason it's always implemented into the Medieval engines (both I and II) is because capturing prisoners was a fundamental part of chivalric combat during the High and Late Middle Ages.

    Knights would often go into combat with the intention of capturing a high ranking enemy for ransom at the forefront of their minds. This is reflected in the Medieval II's Chivalry bar (kill enemies and it lowers - ransom or release them and it increases). In Early Modern Warfare the capturing of prisoners was very common place, but it wasn't an integral part of waging war as it had been during the Middle Ages. Instead it was simply something you did because you were a gentleman, and because it was the decent thing to do. An Early Modern General didn't ransom prisoners for prestige and wealth like a Medieval knight, so I assume that's the reason why the option wasn't included in Empire (or Rome, Shogun for that matter).
     
  10. S-te-Fan's Avatar

    S-te-Fan said:

    Default Re: Conquerable Artillery

    Prisoners of war
     
  11. RO Citizen's Avatar

    RO Citizen said:

    Default Re: Conquerable Artillery

    And every faction can build almost every ship, but this doesn't mean capturing ships is useless. You get units for free, or money, and that's good
    [Col] RO Citizen
     
  12. A1_Unit's Avatar

    A1_Unit said:

    Default Re: Conquerable Artillery

    Capturing cannons is a great idea.
     
  13. StormTheBreach's Avatar

    StormTheBreach said:

    Default Re: Conquerable Artillery

    I'd love this feature. Especially if your enemy could build bigger guns than you, having the option to capture them would be the equivalent of rubbing salt into their wounds, or gunpowder and grapeshot!
    "We'll do this business with the cold iron"
    Quote Originally Posted by KingDave View Post
    To Russian (now Russian Rebels): Hear that? That is the sound of me putting my large army into your tight little Motherland.
     
  14. rubenandthejets said:

    Default Re: Conquerable Artillery

    It would make the sentence "He never lost a gun" mean something again.

    "Wellington? Oh, yes, splendid chap. Quite handy in a scrap, eh what?" is not the same as "Wellington? Well, HE NEVER LOST A GUN".

    Let's capture regimental colours (and eagle) while we're at it!
    "I'll tell you what rule sir....we applied Rule 303. We caught them and we shot them under RULE THREE OH THREE!"

    "Shoot straight you bastards, don't make a mess of it!"
     
  15. ssmarine's Avatar

    ssmarine said:

    Default Re: Conquerable Artillery

    This is a great idea.

    Capturing enemy arty was common practice as well as enemy pow's. The player should have the option to salvage arty to use in their armies or scrap them for money.


     
  16. nameless said:

    Default Re: Conquerable Artillery

    Well you CAN capture artillery. If the crew's been wiped out and the cannon has already been stationed, you can send your crew over there to commandeer it by ordering them to abandon their own guns. Though of course you need a crew to man it to begin with which is probably why. Sure you grab the gun but you need to train the crew.

    This happened to me during a battle when the AI's artillery crews were routed, reorganized and then ran around my men and stole my own cannons to tear my regiments to pieces from behind.
     
  17. TheAussieDigger's Avatar

    TheAussieDigger said:

    Default Re: Conquerable Artillery

    but manning opposition art in a battle doesnt enable u to steal the art for later

     
  18. Didz said:

    Default Re: Conquerable Artillery

    Not sure about being able to re-use captured guns. I know the French did it once, but it wasn't common practice as the calibres were different.
     
  19. DUFFMAN said:

    Default Re: Conquerable Artillery

    I'd rather have POW's than to be able to capture enemy artillery.

    In Rome I found it weird to just kill the enemy routers instead of taking them prisoner. In Medieval 2 this was improved, you could choose what to do with captured enemy troops but this was not reflected on the battlefield because you were just killing them instead of taking prisoner. And in Empire it was worse than in Medieval 2 because you couldn't choose what to do with captured enemies anymore. What about troops that are surrendering on the battlefield?? Is it really that hard to make some kind of animation where they raise a white flag when they are surrounded?
     
  20. A1_Unit's Avatar

    A1_Unit said:

    Default Re: Conquerable Artillery

    No sense complaining about the AI until CA hires a new programmer so let's stick with the smaller things.