Originally, Elemental was going to have continuous turn combat. That effectively meant real-time. Ultimately, after playing around with it, we decided to implement turn based (simultaneous turns based on combat speed) with tiles.
The evolution of tactical combat in Elemental owes a lot to the beta program. 9 Months of public beta testing of the game engine with corresponding debates has led to some important changes that would not have happened otherwise.
A lot of the discussion resulted in us thinking about the game in ways we didn’t think of before. Specifically, how do we address game design issues that have plagued our genre for decades now? If you’re a strategy gamer, you know them well.
For us, the challenge of tactical combat has been about giving the player as much control as possible over how long tactical combat should last. This ultimately led to the realization that the funnest way for us turned out to be to have the strategic elements of combat very clear and well defined.
Elements of Tactical Combat
In no particular order these are the things that matter:
Remaining Questions and issues:
Depends entirely on the time frame, and the unit. How remote is this battle? If the fighting is a day's march from a castle, and you're attacked by a dragon, anything that can't hide is going to die. The problem with a short hardcoded limit is that it presupposes you can just waltz to safety. Not always the case. You're backed up on a peninsula, where do you withdraw to? The ocean? Do you have time to take your armor off? Then you drown. See the problem? No retreats or withdraws, winner take all.. that's how melee combat generally works out. It's a video game, but I see no reason to make it so unrealistically easy. That goes double for just cutting the battle off and giving it to the biggest army. Why even bother with tactical battles if I've only got a few minutes to use those tactics?
Maybe you could retreat if you're much faster than your enemy.. maybe there could be a spell, like a smokescreen.. but apart from that? You're not going to just walk away. Why would they let you?
I agree at least partially about the fliers, but afaik there won't be many (or any) at release anyhow. It'd only be a problem if the creature could lob stuff at you, cause otherwise it's got to get close to hurt you, and then you stab it. I'd like to see lone flying units be able to harass any force it can't kill. Steal supplies or scare guys or something.
Combat Speed: I think should be based on unit and not army giving more of a tactical approach.
Morale:Love it, would love to see abilities like reduced spell cost or special abilities that high/low moral troops can learn to use.
Terrain: I strongly believe that this should be relative to the terrain prior to the tactical battle engagement. I also think that the positioning of troops on the map prior to tactical battle engagement should ultimatly be the primary factor of tactical map generation. This can resolve into tactical formations, flanking, etc that can be used to really spice up the combat part of the game. This could also add a entire array of spells to hinder or help the tactical situation of your armies.
WINNER. TAKE. ALL:This is rough, but N could be determined by army supplies & moral. Because someone brought a good point that if faster units can run from slower units. So if they do this until the moral of the unit is low enough to make them easy pickings, then that would make the game really bias toward fast units & reduce the overall strategies in the game. If moral is to play a roll, then it should be a factor for both attacking & defending forces. Retreating should be possible but at the cost of moral, cool abilities should also exist to improve the retreat ability (gorilla tactics) or (improved fleeing) & (improved pursuit) or (invoking some spell to bind the retreating army).
Thresholds:This is cool
For the things you want input, here is my 2 cents.
- Make the turns allowed before morale drops based on current armies in play. It its just your sov vs 1 spider, this should end within 5 turns easily. If its 20 vs 100 it may take a while. I think battles from "The king bounty" or the "Heroes of might and magic" and almost right ont he money of being not too long, but not too short.
The other part of a tactical battle could be, while the battle is going on, the world is still moving (its not a direct freeze in time and places are still moving and growing)
As far as the maps, I am leaning towards the random generated ones simply because you said they would reflect where you were at the time. Would be silly to be on a mountain and the battle you have takes place out in a grassy feild somewhere. If it was possible to have say 100+ maps for each TERRAIN then I would easily go for the pre-made ones.
Winner take All: I've had different issues this in games and I think it depends on how it's handled. For example in one game I didnt' like say you have 500 units vs 600 units and battles last 10 turns. After those 10 turns say the enemy killed 360 of your units and you killed 300 of theirs. Well then they are declared winner and your remaining units get wiped so they survive with 300 units and you lost 500 even though there was only 100 unit difference. This is just an example of a winner take all setup I've seen and I'm not pushing this as I don't like that setup.
Retreating: I still have trouble trying to get what they mean by winner takes all unless it means no retreat. Which honestly I'm not really a big fan of because no retreat is often abused by people running around with a decent size army of long range units picking off equal or sometimes larger forces of melee units who can't close the distance. I know it's a valid tactic but the problem becomes when the melee based army can't run and are forced to walk across an open field to engage the enemy. Usually range armies are a little slower because they take a bit to setup and are mainly focused on being stationary while shooting. And melee armies can counter by falling back out of range or then trying to close the distance with fast units while their slow units bring up the rear. It's kinda hard to do with you automatically know your going to loss because of no retreat.
That doesn't mean retreating shouldn't be risky though as I think the thing that should matter most is the units movement speed. If a bunch of scouts on horses encounter a group of heavily armored knights on foot then yea the scouts should be able to retreat without a problem. Though I think retreating and preventing retreats could add some interesting tactical options to the game and here is what I mean.
Retreating Mechanics
As you can see there are some interesting things you can do wtih retreating other then simply enemy flees battle.
Draws: I really don't like the idea of Draws in general. I mean you either win or loss and Draws are usually imposed do to some limit placed on the match such as a time/turn limit. Also a lot of times people abuse the Draw feature like they did in MoM where they would simply have invisible units hide forever and get a draw thus not having to loss their units in a retreat. Draws tend to have people use stall tactics to save their forces. But at the same time I think there needs to be a way to force an end to conflict if the other person is intentionally drawing things out.
Draws
When it comes to draws these options are meant to help speed the game along rather then having someone us a pre-set combat length to their advantage like they did in MoM. And it also ties into the retreat option as if a unit is faster then anything the enemy has and can run circles around the map until time runs out then they should be able to simply retreat without losses otherwise it just slows down the pace of the game.
Conclusion: Without other options such as retreat/draw combat can become a bit stagnant. As the only objective is to kill the enemy. If your out numbered then you know your going to loss so you just throw your forces at the enemy and hope to do some damage. Damage which they will likely heal by your next encounter.
But with some of the options mentioned above it opens up a whole new realm of emergent tactics. Like in the retreat the player who wants to do hit and run knows they need to focus on taking out the enemies fast units first they can retreat with minimal losses. If the battle takes a turn for the worst the player needs to make a fighting withdraw to their retreat zone and an winning enemy knows this so they may try and cut them off by having units in the enemy retreat zone or block the path to it. Players who stay on the map edge in favor of ranged then retreat will have to watch out for moral effects that cause them to panic thus meaning they must choose between an easier retreat or being close to the front.
Overall making things a bit more objective base helps add variety to people's tactical options instead of simply having the press button and you retreat.
Thresholds: I don't really like this idea because auto-resolve and tactical combat in every game have different mathematics. And I doubt elemental will be any different because even if it resolves it using a tactical combat behind the scenes so it's the same "math" there is the always the fact that no matter how great the AI chances are they do combat much worst then the player.
Also what about if you set the limit to 10 and you running around with 2 high level heroes and encounter a group of say 8 enemy units. You might actually want to fight that battle so see your heroes kick some @$$. But your can't cause of the threshold. Also again the different mathematics what if had you be able to control them it would of been an easy victory but because of the auto-resolves math you lost by a lot? Or what if the AI waste spells in combat like it often seem to do in MoM. Now your guy is down mana you wanted to save for something else.
The different mathematics is why I think auto-resolve vs tactical should be something chosen at the start of the game and go through to all battles. Though a third option that lets the player simply choose at the start of each battle could be fine to as a way to simply speed things along, though I know some will abuse it given the different resolve techniques. Like I recall one game where if you auto resolved a siege attack you could take the city even though if you tried in normal tactical view you could not because you had no siege units to breach the walls and no range units to hit enemies inside.
The thing with "choice" option though is it works fine for SP. But in MP the problem becomes the player will always choose the method that favors them most. And then who gets the say on the choice, the attacker, the defender, a vote in which case who is tie breaker, and so on? Maybe it's tactical unless they both vote auto resolve, or you could go the other way to in that it's auto resolve unless they both want tactical.
Personally I'm in favor of the pick at start and applies to all combat. Or the choose for each combat in which case it should have a default to in case of ties during MP matches. Thus there are 4 options total.
The defaults to is so if one player picks tactical and the other picks auto-resolve they know ahead of time which way the combat goes. Thus players who prefer mostly tactical can choose to skip a small battle if they are both inclined to do so. Or player who prefer a quick combat focus can have auto unless they both decide there is some epic battle they both really wanna play out between their huge armies late game. And of course the AI player doesn't get a vote when it's Player vs AI and player chooses.
seems interesting.
Perhaps it would be better if "left behind die" only those that are behind enemy lines or are slower than the enemies close to them will die when you retreat, instead of only those in the retreat area retreat. seems more logical to me.
As for being surrounded ... instead of wiping them out, you should have the chance to take them as prisoner for a ransom.
Prisoners can be ransomed, they can be tortured for intel (possibly) and every time you torture a unit there is a chance they die.
Controlling the length of a tactical battle: I think there is actually a few ways you can handle this. It kinda ties into the way other games such have Civ 4 effect the game length. And that is effect how long it takes to do stuff in the game. Obviously this will have some potential balance issues as in an Epic game of Civ 4 units mattered a lot more since it took them longer to build while their movement speed and combat strength was the same meaning a unit could explore more and had the potential to do more damage given healing the a unit in a Normal speed game.
When it comes to tactical combat I think there is a few things that could be done.
These options will of course end up effecting balance somewhat. But any time you change around stuff to effect the pacing it is going to effect balance some where along the line.
But more then simply making combat longer or shorter based on what the player wants I think it also needs to remain interesting. Especially for longer combat option setups. I mean you mean two hour battle but I don't think anyone wants a battle where both sides just sit there hitting attack over and over. Terrain bonus/penalties, flanking options, special unit abilites, and so on I think could really help to keep combat interesting in long combat games.
Well the "Left behind to die" is to prevent people from simply going, "Oh I'm losing better hit retreat and take my chances with the retreat casualty generator." Because often people know they can't fall back in time so they hope for a luck roll retreat feature in games that allow that to save their unit which would of otherwised died.
When the commander sounds the retreat order it leaves an army fairly vulnerable as any units on the front line engaged with the enemy loss moral since they know that not only is help not coming but they have to try and get away on their own on. The point is to make it so retreat is not something people just hit when battle goes south they actually have to plan and position to withdraw from the battle or get wiped out like in real warfare. A routed army that turns and flees suddenly in the middle of combat is often wiped out.
I do like the idea of taking prisoners though. And it could be extended to the "Left behind to die" units. As they could surrender when you abandon them on the field. I mean after all calling a general retreat is kinda like saying good luck guys I hope you catch up. That's bound to hurt their moral and loyalty a bit.
Besides the Prisoner ransom I think it would be interesting to have Prisoner exchanges as a Diplomatic option. Kinda like how they did recently with the Captured Russian spies. And the Prisoners would also be units on the board that are underguard. If the guarding units are killed then you "free" the prisoners.
Good prisoner ideas.
And yes, I believe that in order to sound a successful retreat, organizing your units for retreat is key ... however I don't think the "retreating zone" needs to be a hard cap .. but rather that faster units can retreat from farther away, etc.
And also of course bloodless retreats if no combat has been engaged for X turns, and enemy units are X tiles distant from each other.
So have all "real-time" elements been cut(from tactical battles)? I'm far more familiar with rts than tbs. I just dont get how "massive" battles are going to be fought on a tbs system.
Then again, the only tbs warfare game I've really played was the Advance wars series, so maybe someone could enlighten me? It just seems like tbs + lots of units + huge battle would take *alot* more time and management(and counter-picking) than if it was rts.
Frogboy posted this in an early description of tactical battles:
"On the map you give your units orders and those orders appear on the screen and they go and fight it out. You can zoom in and out as much as you desire on the map to see either the whole epic battle or down to seeing individual units fighting.
Our goal is that if you want to see the whole “Battle of 5 armies” type thing you should see each and every soldier fighting if you want or you can zoom out and see it more abstracted."
But having battles be purely tbs would effectively cut the heart out of any of that sort spectacle would it not?
I'd much rather watch my armies fight than have some sort of adapted final fantasy/pokemon pick move, perform canned animation/ deal damage affair (Boring imo, that's why I generally stay away from tbs combat rpgs).
EDIT:
It also occurs to me that a number of Stardock's current "battle screen-shots" are invalidated by the current/planned system. https://www.elementalgame.com/images/Screenshots/SpiderAttack.jpg How is that fight supposed to take place? I dont see any tiles. The pic in the top right of the OP also.
That quote is over a year old. Back then battles were supposed to be in real-time and feature thousands of soldiers. A lot has changed since then.
Yes, but it wasnt changed to a pure tbs system until recently.
Huge disappointment for me. I dont understand how people will think (slowly)chasing eachother's tiles around as they constantly counter-pick will be more fun. Or how 1 or 2 frame hit animations will be more rewarding. How would this accommodate any real sense of army vs army combat?
Anything is better than pure tbs (I've been reading earlier pages and WEGO sounds like it would be alot better).
Both - have some pre made maps with key strategic features etc, and select randomly from those, or a randomly generated map - perhaps locking them once a battle has been fought on a particular hex. Even with hundreds it will eventually get to the point of oh its this one again.
From what I've seen of the battles so far, they feel too 'small'. The field is a bit cramped and units start very close to each other (within two squares). Additionally, the squares are very large - probably to accomodate the very slow movement rates of units.
My suggestion to make battles feel more epic:
- smaller squares for finer control
- increase movement rates slightly
- spawn units further apart so the is more room and time for manoevres
- add zones of control, so you can block enemy movement and fight for control and influence over chokepoints
Well most RTS combat is nothing but zerging and selecting a bunch of units and throwing them at the zergers. RTS is pretty damn boring. The only RTS game that actully felt epic was the total war series.
Give me TBS over RTS any day
Did you play Sins of a Solar empire? was that boring too? I've played plenty of RTS that were great(total annihilation, WiC, etc).
I dont even see how "zerging" or rushing would even apply to this since the game as a whole is TBS, and what we are discussing right now is the Tactical battles portion, so all unit production/ "zerging" would need to be done in the TBS part of the game regardless of whether tactical battles were TBS or RTS.
I know this isn't a game aimed at casuals(though I'm sure it will be a game advertised for all) , but my god, having a pure tbs tile combat system doesn't even leave room for them.
This sould be the tactical interface
Yeah it's a decent one. I noticed that Russian devs are making very good looking & well designed game UIs in most of the cases. [PS. Fantasy Wars is a very good tactical game. It's like the 2010 version of Fantasy General.]
I didn't read throughout all the different posts, but I think the easiest way to stay true with the stats that we have in the current build and still get several options to align is as posted already some pages ago:
* Armor and cavalary will modify the total amount of AP
* Weapon choice will be related to the amount of AP a strike, shoot, casting will cost (e.g. high level staff or book could for example reduce the casting cost by -0.5 AP)
* Spells should cost 1/10 of the mana it costs to cast rounded up to the next integer
* special types of skills should have an own AP cost.
My two cents
I guess you have not played many pure TBS games that had tactical combat. TBS by far is better than RTS in tactical combat and no it did not really take that much longer. MoM, AOW series etc. are just examples. Played both multiplayer and single player with these games.
I did play Total Annihalation, Warcraft (all versions), Starcraft, SOSE etc. and the only ones that I found fun were the Total war series and the Homeworld series.
I like this, so long as it stays strictly controlled who gets these extra attacks - A non-heroic swordguy might have maybe two at maximum level, but something outnumbered usually (a dragon or a hero) should get several.
I truly hope that "combat speed" and "movement speed" have nothing whatsoever to do with each other; Movement speed is important enough on its own, giving it as a freebie with increased attacks is madness.
I can see this working well in a way similar to the X-Com system, though I think there's a lot more to "panic" than is mentioned here - How are they panicked? Are they moving towards the edge of the map to retreat, moving towards friendly units, immobile in fear, or going into a berserk charge against the enemy?
Hopefully a chance for all those things.
"Better offensive and defensive bonuses"? There's so much more potential for terrain than this it seems that it's not being exploited. Walking in snow? Get cold and wet, weakening you versus ice elemental attacks, strengthening you against fire. Fight on a ford across the river? % chance a non-heroic unit will fall in and take damage proportional to armour-class.
This doesn't even touch on fortifications which I sincerely hope won't be along the same lines as Master of Magic's "Whoops, forgot to close the gate" city walls and nothing else. Gates you have to batter down (and can be upgraded to passively "defend" themselves with boiling oil). Walls that certain units might be able to damage, or certain siege weapons might try and bypass but otherwise only infantry will be able to approach, using ladders to get up on top of the walls to try and reach the gate house in a desparate attempt or the seige fails.... Deadly magical fire shooting towers...
As has been stated in the design document, city-spam is to be discouraged; individual cities are valuable - more so as they age; and generally cities are important. This means that city combat should be the most difficult for an attacker as well as some of the most interesting.
My gut opinion: Don't limit combat on the assumption that combat is boring. Make combat fun and people won't mind multiple combats.
Gut opinion 2: Avoid instant-win conditions where possible. A ranged flying unit versus a melee unit is an instant lose scenario in MoM. A fast moving archer unit is either an auto-win or an auto-draw where the fast archer loses nothing and the enemy loses through attrition. Encourage secondary weapons (not dualwielding, which is arguably a single weapon choice, but a specific type of weapon choice) for a ranged alternative, and always, but always allow retreat in the face of impossible odds - but in the form of moving to an escape zone (such as the map-edge).
This all boils down to what you're fighting for, and whether a combat is just a straight forward issue of team A versus team B, Installation Defence, City-Raiding....
Out in the open, two squad skirmish should be fairly simple - both attack, one dies. Easy. Winner gains a tiny hint of a smile at their glorious triumph in the Battle of "log crossing small stream". Unless one unit gives way intentionally by retreating, this should rarely end in anything but annihilation.
With an installation, not only are there things like reinforcements to consider, it's quite possible for an attacker to win with zero kills and 100% casualties, so long as they destroyed the installation. This would provide a huge morale penalty on the defenders, most likely causing a rout.
For attacking a city, as mentioned above, first you gotta get inside. When you're in, then you can either take out enemy troops, or, if you're not interested in holding the city, start attacking buildings and people (an attacking monster would always do this), destroying valuable buildings (and replacing them with rubble that must be removed before the city can replace it) and generally looting the place until their morale drops and they flee with their booty.
Ultimately, in any confrontation, a fast and loose turn limit is good, with an attacking force losing morale each turn after.... say the tenth, until all units begin to auto-rout, but this not a hard limit - killing an enemy gives morale bonuses, objective completion gives morale bonuses.... It might be the defenders who retreat, or the attackers may retreat very quickly when attacking a fortified stronghold where they just can't do anything to the defenders.
Combat would be slightly skewed in favour of the defender (and to enforce an eventual conclusion regardless, after a hundred turns or so, both sides would start losing morale (on top of the attacker's automatic penalty). One way or another, somebody's going to flee pretty quickly after turn 100 regardless of the number of morale boosting spells the players are using.
There are other aspects to "encourage" short combats, but I'll cover these in Richness below.
So... I keep saying that units retreat, how to stop them from just attacking over and over again?
The best way would be to handle things in a way similar to the old "Ogre Battle" game. For those not familiar with it, a unit whose leader died would retreat to their home base, where they picked up a new leader unit and could rejoin the battle.
So, when a unit retreated from combat, they are cut off from the chain of command, their unit icon is greyed out, and they move to their nearest "base". This could be their nearest town, a nearby Leader hero, or a "camp" tile improvement. Heroes never suffer from this behaviour, and a hero joining any greyed out stack could reactivate them, as could certain spells, but by default, a defeated army will retreat, not retry. Thusly it wouldn't be in your interest to attack without preparation - those units may rout, which would take them out of operation for a few turns.
Naturally, defenders that rout against raiders who then fail/decline to take the town when presented the "capture or pillage" option when they win (please try to keep "razing" to an acceptable minimum - you don't "raze" a vast city of millions, you plunder it over and over for a few days - the process of razing takes time, especially when cities are supposedly unique and important). Plunderers on the other hand retreat to their war camps, giving a plundered city some time to recover for a new attack (unless they're severely beseiged). It should never be viable for a single, weak unit to capture a town - it would almost instantly revert, killing that unit. A realistic degree of military presence should be mandatory to hold a town, and would need to stay there, and even then, la Résistance efforts would still probably kill some units though (difficulty based on global reknown, alignment, race and helpful spells).
As an interesting side note - this would be perfect behaviour for wandering monsters and bandits, who would attack, ravage a little, then return to their nest/camp before making another attack - and a valid way of dealing with a dangerous wandering monster would be to destroy its home, where it would be forced to the next nearest habitat possibly on the other side of the map near your neighbour.
Combat stays rare without forcing a player to invariably lose units because they have no alternative.
I'm vocal enough about wanting at least as much from the Elemental combat system as I got from the MoM combat system - Unit quantity, role, special properties.... So I'll skip that part, and go onto another thing based on it - unit role.
It's fine to say "Oh, he's an archer, he arches things", and "he's a mountie, he has a funny hat and moves around fast", but this is just a vanilla unit, and what if I wanted to specialise one into a role?
I'll use a well-defined set of unit roles for an example, since they were explained clearly enough for me there:
Striker - This unit is about putting out great damage, primarily single units. Attack High, Defence Wet Tissue.Defender - This unit is about keeping enemies targetting, and close to, them, or at least away from others. Attack Limitted in scope, Defence Great.Leader - This unit helps their allies, curing or buffing them and generally making them perform better.Controller - This unit is about battlefield control and areas of effect, dealing out wide-ranging damage, terrain modifiers and other sneaky activities.Both leaders and controllers have middling attack and defence stats, in favour of more tactical special abilities.
A Ranged Striker should not be no more similar to a Ranged Controller than it is to a Melee Striker.
For an example, I'll cover Strikers in some more detail, then loosely define the rest to keep things brief.
Ranged Striker would have abilities like "poison arrows", "snipe" and "rapidshot" that mean its damage is high, its accuracy is high, and its number of shots is high. RS: Dealing lots of damage to distant enemies.
Mounted Striker would be a lancer, with abilities like "charge", "brutality" and "follow-through" that mean it gets into combat easily (and gets damage bonuses for charging), deals great damage when it gets there, and if it takes out a unit, it can spend any remaining move, possibly attacking another unit if it can. MS: Moves into combat quickly for glorious, high-risk charges.
Infantry Strikers are fast moving stormtroopers - "agility", "sideswipe" and "rend" that mean it moves past units easily, can attack units as it passes and keep moving, and rends lightly armoured units for massive damage. IS: Moves through enemy ranks to attack vulnerable enemy units.
RD: Ranged Defenders use special ammo and suppression fire enemies to limit their enemies' ability to attack and advance.MD: Mounted knights with incredible armour get into the thick of the enemy quickly and deal enough damage to be a viable target, whilst being tough enough to take it.ID: Slow moving heavy footman who autoattacks units trying to pass it by whilst being very resistant to ranged fire.
RL: Ranged Leaders Use long range attacks to create vulnerabilities in their targets making them easy for other units to take down.ML: Heroic Charger Whenever they charge into battle, they inspire all nearby units with morale bonuses and such.IL: Stoic bodyguard who gives bonuses to all adjacent units and shares its defence stat with them.
RC: Rogues who can place invisible booby-traps on tiles as they move, injuring the next few units who move across the square whilst firing on them from afar.MC: Elephant riders who can use their mounts to devastate nearby terrain tiles.IC: Stealthy assassin units who have a limitted amount of ranged poison grenades, covering tiles with spreading toxic smog which covers more area, but deals less damage, turn by turn.
Notably excluded: War Machines, Monsters, Summons and Mages.This is a tiny glance into the principle, but I'd love to see armies that interact in this way, not just being as many of the fastest, highest-strength, highest-defence units as I can get. If I win or lose a battle, I want it to be because their army had better cohesion and teamwork, not "more ranged guys", because everyone knows Range Beats Melee.
I would never auto-resolve a combat unless I had overwhelming superiority, such as three heroes, two dragons, a siege catapult and a fifty-foot tall battlemech. As such, any threshhold would be irrelevant to me unless it could be set to "no contest" wins, where your forces have a projected expenditure of resources amounting to zero.
Controlling the length of a tactical battle. We believe that users should have a lot of control over how in depth they want their battles to be. Should a tactical battle finish in less than a minute or should they last 2 hours? How do we make it so that players can control this?
That depends on the battle. If it's an epic battle for an enemy capitol, fully upgraded in every sense with a massive defending army, I'd be happy with a longer battle than "You meet a level 1 bandi- *splut*". In all honesty however, I'd prefer the system mentioned above - where an attack is limitted in time, and requires a little set-up to create a war-camp nearby where the units can retreat to and recover, spreading a long-term siege over several turns rather than overdosing on one endless combat. Siege warfare takes weeks, nor hours, and reinforcements could arrive at a well defended location before losing it only if the battle wasn't arbitrarily decided over a single turn (which is what, a day?).
Randomization vs. Richness. I won’t lie to you, we have a trade off in front of us and it’s a big one. We can randomly generate the battlefields in tactical combat OR we can have it pick from a series of pre-made tactical battle maps. The randomly generated ones won’t be as interesting but they’ll more accurately reflect the local terrain. I’m preferring the pre-made ones because we can add some spectacular strategic when we’re crafting them and have hundreds to pull from.
Both.
Seriously. Again, check out the X-Com series. Maps are random, but they're randomised segments, not purely randomised. Each map could/should consist of a certain terrain type - partially randomised with the open spaces and the uninteresting, partially randomised with component segments that form centrepieces for the map.
Example:
Farmland fight near a city. The default random terrain is wheat (minor move penalty, minor defence bonus), a few fences (can't cross them as they're waist height), maybe a well and some irrigation channels/ditches. Few to zero trees and some movement slowing hedgerows. A few wandering neutral aligned peasants are wandering around and have zero impact on the battle (self-defense only, not a victory condition, maybe a small penalty for killing them to the land's production for a few turns).
On one part of the map is a farmhouse with windows and maybe an expellable peasant family inside. Archers could use this for a defensive position, shooting out normally, but with great advantages versus those shooting in.
There may be more than one, there may be a few. Each "square" might be pulled from universal pre-gen terrain and so there might be an entire map littered with farmhouses, or an entire map of default wheat - random and rich at the same time.
Fighting in a cave. Most parts of the area are inaccessible - either cave wall tiles or littered with rubble and stone pillars. Damaging the walls or pillars may cause a cave-in, damaging random squares throughout the surrounding arnea.
Interesting points include a bat's nest - moving too close triggers the roost to fly away into the surrounding areas of the map, causing huge accuracy penalties to everyone within, until they leave the area. Underground lake - a shallow lake with something lurking within that might eat a passing unit every now and then.
Mountain: Combat takes place in very confined mountain paths, each with the small chance of instant death with every injury.
Interesting points: Solid ground where you'll fight for the opportunity not to fall to your death etc.
Fighting in a city: Not random at all. Each building has its own pre-defined square. Defensive city design is its own reward.
Forest: Random trees everywhere ruin archery for non-woodsman archers, interfere with movement and generally make life difficult for large units.
Interest: An open glade with flowers.... These flowers may be pleasant and morale boosting, be currently snacked on by a unicorn, or be sleep blossoms, randomly selected at battle start.
This is generally the combination of both worlds - the strategy offered by a structure is only possible with a pre-gen, but the randomisation of which pre-gens to include (with fairly easy rules on how to make each square "accessible" to surrounding squares). Random generation is the chain which links the rich points of interest together.
Monsters: Random generation part deux, and the thing that will encourage shorter battles I mentioned - As a randomly generated pre-generated square, a monster tile. The monster depends on the area (farmlands have peasants for example, a volcano might have elementals or fire giants etc), and has its own pregenerated lair. This monster may be far, far more powerful than the players on either side could handle together, or something they might be able to deal with with teamwork (followed by then fighting over the spoils).
One wandering monster generation could be "Roc". Giant monster bird that will, every other turn, fly over to a unit, hit it with its two attacks (and hits powerfully enough to probably insta-kill both targets), then returns to its nest - to feed its young chick. It's a victory conditional, meaning it must be killed before the tactical battle is won for either side. Beat the Roc, get a baby Roc resource and possibly some treasure.
So now the battle is a race, either to kill the other side and retreat, get out of combat entirely and avoid mountain tiles for awhile, or try, somehow, to kill the Roc, with the other team either helping or attacking you the whole time.
Best of all, if not cleared out, this monster lair can then become a feature for the area, creating a quest for heroes to clear out the monster, or leave it in place, whence it will start showing up in every battle on the square.
Other monsters may not be victory conditional at all, but still perfectly able to punish nearby units for taking too long with the area. A passing herd of Dire Rhinos might not have a lair, but still provide a significant encouragement to finish battle before they get mad, and these could be added to any map square as a potential hazard.
Just my ideas on getting things random (interesting), and rich (fun).
For attacking a city, as mentioned above, first you gotta get inside. When you're in, then you can either take out enemy troops, or, if you're not interested in holding the city, start attacking buildings and people (an attacking monster would always do this), destroying valuable buildings (and replacing them with rubble that must be removed before the city can replace it) and generally looting the place until their moraledrops and they flee with their booty.
I'm vocal enough about wanting at least as much from the Elemental combat system as I got from the MoM combat system - Unit quantity, role, special properties
I prefer 'random' battlemaps over preset, but they should only be generated once at start of the world. (Or when they are first encountered ...) And then they should stay the same.
These maps should not be "balanced" . You should be able to see what the field will be if you decide to fight there and attack or defend from a certain position.
Being able to use the map to your advantage helps alot if you can determine what map to play on (lure the enemy to some place or ...) and where you and the enemy will start on that map.
This will greatly increase strategy as you try to find a suitable place for that ambush, or a weak line in a defence or ...
I am against the described 'batlle fatigue' or battles end after x time. I have had numerous occations in Total War were I attack a city slowly just to minimize my losses. Have control over all it's walls and towers and have the enemy basicly routed to the central plaza, but still lose due to time out. That just makes no sense at all. Likewise it makes no sense to only reduce the attacking sides stats.
Units don't die after they are stabbed in the heart and got their heads chopped off and lost all limbs and got set on fire and then got hit by lightning. They die a lot faster, this is something I feel gives many games that 'this is taking way too long' feeling. If you allow units to die 'normally' a battle will always end.
To reduce battle length several options are available.
A 'battle fatigue' option that would lower both sides units defensive abilities, e.g. not having the strength to properly dodge a sword or raise your shield. The units die more quickly and the battle shortens. Reducing movement or attack ability will make the battle longer again, however would be more realistic.
A 'cease fire' option, if a battle seems to be headed towards a draw, you can ask a 'cease fire' and have both sides disengage and return. A computer player could be made more likely to accept a draw if the battle lasts longer ... , he will obviously not accept if he is clearly winning.
Quoting: """It’s a strong personal preference of mine that two men enter, one man leaves. (Your heroes will tend to escape though)."""
If you don't like games that drag on, heroes should be able to die. Furthermore it should be possible to target and kill those heroes on the battlefield. Sacrificing a large army to be able to kill the enemy hero, then trying to escape with yours should be possible. And makes players more careful with their own heroes.
Wars are not fought in 1 battle. Sides often engaged in battle, then took a rest when the battlefields got cleared of the wounded then did it all over again. Withdrawals are things that can enrich strategy alot. Fake withdraws, to lure the enemies fastest units to chase you, effectively cutting them off from their support etc... then turning against them. Tactical withdraw, when you know your reinforcement are just around the corner, ...
Tsun Su (or someone equally war savy) said, don't fight a battle you can't win. So why should you?
Just make sure that withdraws are realistic options, unlike other games where a withdrawl suddenly gives the retreating army speed and movement bonuses to retreat far out of the enemy reach. Withdrawing also sacrifices whatever it was you were fighting over, a town, a crystal, a fortress, ...
I would like to know, what is the result of discussion, which method of battle map generation has been choosen in the game: random or premade maps?
The whole point of having a TBS game (strategy map) and an RTS format for tactical battles is for people that like to "think slow" on their economy and "think fast" during battle.
That method is certainly more realistic (as realistic as a GAME can get anyways )
while Turn Based battles are for those that like more certainty in their battles. I'll admit that turn based battles are FAR better for games with crappy AI, cause it takes a real genius (imho) to make WELL MADE real time battles.
Honestly ... all real time battles (out side of RTS's) before Rome: Total War were pieces of crap. That includes Shogun and Medieval 1 battles.
Don't get me wrong, Medieval 1 was an awesome game outside of the battle, but the battles were so crap it was better just to auto.
So yea, turn based battles (like a game of FF:Tactics or Fire Emblem) is certainly the Safe way to go and can be quite enjoyable ... but eventually I would like to see a well made real-time battle system for a game like Elemental (whether Mod, spin-off, expansion, etc)
King Arthur was par for the course I guess ... but for some reason my machine couldn't handle the Tac battles so I can't really say. As far as I could tell though, the spells/abilities in King Arthur were kinda boring.
Full Disclosure: I'm not in the Beta, so I am basing my comments on GalCiv2 and reading other posts.
My 2 cents: Allow retreats, but only if there is an available spot on the strategic map. A surrounded/besieged army has to fight it out. This will be fun on the strategic level as you try to box in armies, and attempt to surround the other player with weaker forces while you hit them with you main force.
Retreated units are scattered on the strategic map as much as possible. Furthermore, the units are stunned for x turns based on their current morale.
A stunned unit cannot move or do anything else. It can be apart of an army, but does not engage in tactical fights, and is instantly destroyed if the army loses a fight.
For the people that like hit a run tactics, that should be a strategic ability (played on the larger map), not something that needs to be resovled on the tactical level. I really don't think it would be fun to play a series of battles where cavalry archers run in, fire a shot, and then run off the map. Rather, it would be better if a "Raid" option was avaible, and both forces fire x number of ranged shots at each other, and damage is done accordingly. On the strategic level, this raiding can be countered by beefing up archer power or with abilities such as ambush, etc.
Any thoughts?
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