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xRamsesx
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of Candle'Bre
Oct 2001 time: 00:19
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Wow! I started reading this thread eons ago, got caught up with real life, and came back today to finish my reading ... and wow! Lotsa reading material but it was definitly worth it! I really, really, really love the tactical system as it stands right now!
I'm joining the discussion late so i don't have any earth-shattering additions to make ... except for one point ... I refuse to work from any cellar/basement/bunker! Programmers of the world unite! 
About the phases, unless I missed it, I didn't see any description that said that combat should be divided in phases. Programming-wise, splitting the combat into phases or into one big phase is the same complexity. Personally, I'd prefer to have combat in one big phase. I'd hate to have to move all stacks before being able to attack, since where I move my stacks will be related to how well the other stacks are attacking/defending.
And I second (third, fourth ...) the motion to create a new thread with the combat rules. Thataway it'll be easy to catch up for new people reading on combat.
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Sandman
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Sinister Penguin
Aug 2001 time: 05:19
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Fascinating thread, fellas.
I've got a few suggestions for you.
About the leaders: Wouldn't it be cool if leaders could start dynasties and have children, who then followed in their footsteps? Each leader could have a small chance of producing an heir who would inherit some, but not all, of their mother or fathers characteristics. A leader special ability, say, 'dynasty', would mean a greatly improved chance of creating one or more heirs. This suggestion also takes some of the pain out of your best leaders dying of old age or whatever.
However, I don't like the idea of each leader having a number of risk-free battles. I remember playing Mechcommander (not a good game by any means) and feeling really desolate aftering one of my best pilots at the end of an extremely difficult mission. What was worse, though, was losing a complete rookie, during her first mission. Her scream haunts me still. I think making all leaders vulnerable, even young ones, would introduce an element of 'tragedy', which would fit into the game environment quite well.
On experience: I think that elite units and leaders should only gain experience from defeating forces as powerful or more powerful than themselves. So a supremely powerful army wouldn't gain any experience points by defeating a ragtag bundle of peasants. The peasants on the other hand, would gain a huge level of experience if they won.
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