Movement speed and LoS
Creating proper scouting cavalry
Well, I had this idea in a seperate thread, and I really like the way it's working in my head, so maybe it'll survive a few minutes of public scrutiny. ![]()
Anyway, the first half of the idea is based on movement speed being altered by a number of factors. The idea I had is somewhat similar to how it works in Oblivion. You load somebody up more and they move more slowly. The strategic implications of this are bigger than the tactical, though. You can run in something like plate, but I dare you to march as quickly carrying full plate or with a caravan to carry the full plate as an army equipped in leather armor. They can wear their armor and move in it without a slow support group. The same goes for heavy cavalry, but more so. There's a reason they don't get scouting duty, scouts need to be able to run a lot/generally move quickly.
This boils down to having a base move for both infantry and cavalry, giving them a positive modifier for training, and giving them a negative modifier for the weight of their armor and other equipment. The negative modifier will be bigger for cavalry on a strategic scale because horses walking are about the same speed as people. On a tactical scale, the modifier will be about the same, so heavy cavalry will be a good bit faster than even light infantry (horses run fast even if they're loaded down so much they can't do it on a strategic scale), but this gives a reason for lightly armored troops beyond my second point, you can get a lot more strategic mobility, and supplement it with a striking core of well trained troops who have been trained to march efficiently and have a good supply train while still being well equipped to take heavy punishment.
The second half is determining LoS (EDIT: I mean the base LoS, magic items to boost it would be a great thing I heartily encourage). Normally this is determined on a unit for unit basis, but with custom building and a lack of clear sensor equivalents preclude doing it the way GalCiv 2 did. Instead, the same mechanism for movement speed could be used well here. General procedure for militaries was to have the (light) cavalry handle the scouting, ranging wide around the army. Part of the reason the confederates were surprised at Gettysburg was that Stuart went on a joyride and didn't report in for a long time. Usually, the cavalry would handle the scouting duties of the army because of their high sustained speed (the speed on the campaign map), which would let them ride ahead and examine various areas the enemy may hide. This could be represented on the campaign map by giving light cavalry a considerably higher line of sight than their slower comrades. This would allow the light cavalry to play a distinct and interesting role that is usually denied to them in games.
Combined, these two ideas would create a compelling and interesting drawback for the heaviest armor and make using guerilla tactics with light infantry feasible, while the benefits of light cavalry to an army are also increased. Magic is also an option, use it to make a heavy unit faster and their LoS will benefit as well or boost the LoS outright for more than light cavalry can do, but at a magical cost