My thoughts on your 2 ideas.
#1. I don't think its either realistic, nor necessary.
First off, as military man myself, I can attest that discipline in ranks does not equate to faster movement in a tactical situation when experienced first hand. Obviously we no longer form ranks and march towards our enemies now-a-days, but I've seen it on the parade square and during bayonet drills. When ranks are formed, and even with experienced infantry, the mean pace is always slower than a loose formation. With bayonets fixed, we would advance at a measured pace in order to maintain our formation and cohesiveness (again, only for effect upon a seated and watching crowd, but this effect would be pretty much identical what an actual enemy would feel). What we lose in speed, we make up for in in concentrated and precise shock value upon impact, and protection to the man to your right and left granted by a closed and tight formation.
If your intent was to demonstrate a "civilized" societies faster deployment and marching times over a loose rabble such as barbarians, the only real way to do that would be from the campaign screen. Marching in ranks over well maintained roads, over say 6-8 hours a day, a disciplined force will start to pull ahead over a non-disciplined one noticeably in only a single day. Probably by an actual few kilometers. This is from a multitude of factors including training in just such long marches with heavy kit, scheduled and strictly controlled breaks and feeding/hydrating times, and especially the time saved by a quick and orderly setup/tear down of a camp (this alone could mean an advantage of up to 2 hours depending on the sides involved).
I know that the Forced March option was removed, but that right there is pretty much the advantage that would be granted to the more civilized factions, at least within their own controlled territory where their infrastructure could amplify their discipline's effect. I'm not saying it should be brought back (I like it without it), but there it is.
From a logical and realistic aspect, #1 just doesn't fit with the rest of the awesomeness this mod brings to the table. From a game play aspect, I actually wouldn't feel justified to give an educated opinion.
#2 I love the idea!
I honestly would never use it, for I would much rather have one more fully capable combat unit. However I could see it being great for certain situations, and bring a much more diverse set of tactics to the fore if a person built up an army with its possibilities in mind.
I also think that because it would be perfectly optional to use or not to use, that there's no real downside to implementing it (at least from a players perspective, how it might affect the AI I couldn't remark on).
The idea of the cost of the ability being offset by the use of a unit slot is pure genius. I would even go so far as to say the idea could be broadened if yourself or other modders felt the desire. Imagine a Ammo Train unit, that grants bonus Ammunition and Shots Per Minute bonuses. Or a Quartermaster unit, that would grant a Armour/Weapon upgrades to a stack, even if the faction couldn't produce them naturally (with crazy recruitment/upkeep costs to match). Since all of them would only have any effect at all if the player decided to utilize them, and no effect if they didn't, I think it would be game changing for some.
Sorry for the long post
Est Sularus Oth Mithas (for Raistlin if he reads this)
Ascer




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