Should commanders be killable in quick combat?

Crown of Glory: Europe in the Age of Napoleon, the player controls one of the crowned potentates of Europe in the Napoleonic Era, wielding authority over his nation's military strategy, economic development, diplomatic relations, and social organization. It is a very thorough simulation of the entire Napoleonic Era - spanning from 1799 to 1820, from the dockyards in Lisbon to the frozen wastes of Holy Mother Russia.

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ericbabe
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Should commanders be killable in quick combat?

Post by ericbabe »

Should commanders be able to be killed as a random event in quick combat?
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bluemonday
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RE: Should commanders be killable in quick combat?

Post by bluemonday »

If you do this, I suggest allowing players to place them on the map, at least in attack or defense (with leaders assigned to defend having a lower chance to be killed). Thus, a leader assigned to attack would get his full bonuses, while a leader assigned to defend would get reduced bonuses. That way players could try and protect important leaders, albeit at a penalty to effectiveness.
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TheHellPatrol
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RE: Should commanders be killable in quick combat?

Post by TheHellPatrol »

I never liked the quick battle results when i knew i could do much better on my own, if the battle wasn't big enough you could(would) suffer more casualties than hexwar so losing a leader would be salt in the wound. I think it would also spark endless debate on how often/seldom a leader was killed and detract from the reward of doing the tactical battles yourself which IMHO is an awesome part of COG that i think i will never tire of!
A man is rich in proportion to the number of things he can afford to let alone.
Henry David Thoreau

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jchastain
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RE: Should commanders be killable in quick combat?

Post by jchastain »

I think if the poll asked:

Leaders can be killable:

1. In detailed only
2. In detailed & quick
3. in detailed & quik but a config option can turn off any deaths

We might find that this question boils down to those who want deaths and those who do not and an option for whether or not they can be killed at all might be the answer to satisfy everyone.

That said, I still support 1 & 2 star generals being able to die in quick combat.
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Reg Pither
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RE: Should commanders be killable in quick combat?

Post by Reg Pither »

I voted 'Yes' but only if either changes are made in Quick Combat to allow you some control over them, or use the suggestions that others have made on the forum to enable promotions and replacements of leaders.

Simply allowing leaders to be killed in Quick Combat without changing anything else would be a 'No' for me. [:)]
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Titanwarrior89
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RE: Should commanders be killable in quick combat?

Post by Titanwarrior89 »

We need something with leaders being able to be killed in quick combat. A button or something if people want that.

Try playing the american civil war without leaders dieing, it would not feel right. Nor would it be historically correct. Well its the same with Nappy wars(less leader deaths as compared too the civil war) but they did happen. Also alot of people I would think will only play the Area movement and quick combat due too the length of the tactical battles.

SO I "VOTE YES" for Quick combat deaths/wounded.

By the way every War game Ive played on this period of history---no matter if its at the grand level or tactical-they use leader causalities.

The way its set now if I ONLY PLAY the area movement and quick combat I never ever have too worry about a leader being or wounded or killed. Come on guys thats not correct and you all know it.[:D]
"Before Guadalcanal the enemy advanced at his pleasure. After Guadalcanal, he retreated at ours".

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Titanwarrior89
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RE: Should commanders be killable in quick combat?

Post by Titanwarrior89 »

bump![:D]
"Before Guadalcanal the enemy advanced at his pleasure. After Guadalcanal, he retreated at ours".

"Mama, There's Rabbits in the Garden"
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jchastain
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RE: Should commanders be killable in quick combat?

Post by jchastain »

Talk about an ambiguous result. [&:]
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