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:
You could also have modifier to the chance of escape depending of if you fight in your territory, neutral land, or in the ennemy kingdom. (a unit lost during escape might not be dead but just a deserter. If the war go on near its home, it might be more tempted to join the army again after the defeat that if it was a war of conquest far from his family)
And if a fight last for more that N turns, you could have a auto-retreat from the attacker (maybe with 100% escape chance, the defenders too might be too tired too)
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?
Oh, and add something like sweep if you want someone to hit multiple opponents: having multiple attacks means I'd just hit the same target over and over personally, to focus fire.
I very much like this idea; its a good compromise between the two systems and also adds another strategic element to the game.
I do not like winner take all with no retreat option, I suggest making it so that if you are the attacker at the start of the tactical combat there are all the options mentioned that can be turned on or off before the battle starts (after all you are attacking you should be able to decide in which way and what rules etc.) however if you are being attacked you have no choices(or limited at best) no retreat for sure unless the attacker wishes to engage in diplomacy or you can surrender. I personally love to spend long tactical battles if I am wining or there is a challenge but rather just surrender and move on if I know I can't win and it is no fun just going through the motions any more.
I also think that in the interest of keeping battles relatively manageable instead of having 200 archers take a turn one at a time I think that all like units should attack simultaneously this way the battles can progress fast enough to keep it fun.
I am really happy to hear about the terrain being a factor big yes, but I do not want the random tactical areas to be "dumb" If I am in the desert I hate to get a snow area as a random tactical area with no challenge to the terrain.
I also love the idea of having lots of control in the tactical battles how it is implemented continues or just turn base is fine as long as it is fun and I as the player am in control to do as I wish as fast or as slow as I wish to.(single player) for multiplayer I think the rules should be set and agreed upon at the start of game.
Give the player a choice to change the stack sizes.
Fewer units with larger stack sizes should make a faster combat than more units representing less soldiers each. Obviously the game will have such a system, in the early game one soldier or only a few will constitute a controleable unit, while later on, tens or hundreds will be one.
More stacks on the battlefiel will be more tactical as you have more options for move and action, but that also makes a longer game.
So maybe just create a general option (or one before each combat), "Few", "normal" or "many" stacks present in battle.
I don't really like the Winner takes all approach either, as it would inevitably lead to a lot of posturing and very little actual fighting.
With regards to the Randomization vs Richness debate i agree it would be most fun to have some landmarks that have premade maps, as well as cities having at least the same random map for them, this would be kind of what they did in the Total War series. It would feel slightly strange to fight over the same castle several times with a different look to it everytime. This would allow for stunning set pieces, because I do want to see them, fighting over Minas Tirith is something else than fighting over generic city nr.23.
My most important issue with regards to the tactical combat system is that the AI can actually play it as well. The total war series was never the same after I figured out how I could beat the AI easily every time, even with much fewer troops. So please keep the combat system simple enough so that the AI can effectively play it. Oh and I love the moral thing, really adds another dimension to the game, and this could create the opportunity for morale reducing/boosting abilities to be given to troops.
did you really use that often retreat in the past game?
i basically NEVER used it, like in civ4 it was very uncommon till the latest patch that buffed horse based units
I'd rather have troops able to run away : in medieval battles there were more disbanded and retreating armies than exterminated ones. Those who ran could wander in the land with a very low morale for some time before they get back to their leader's control, a disbanded army can make plenty of bandits (deserters) and trouble, but rather easy to exterminate because they are scattered and not organised. A champion with morale bonus could for instance be able to rally them and make the army a whole again by just going to each unit (even though he'd still need to heal them ).
I'm a great fan of tactical battles. Yet in multiplayer games (which I play a lot more than single ) with more than 2 players, when a tactical battle is undergoing it's boring for those who arn't involved (above all when the battle lasts ages) BUT disabeling them means losing a huge strategic aspect of the game. In my view, most games failed at managing that. How are you planning to do it?
Even though it lets them know your troops and strategies, the least you can do is have others watch the battle, or why not keep managing/deisnging their own empire during the battle (instead of having a green screen like there was in age of wonders ) => the most you could do would be to have them participate in some way (HOM&M5 had something like that for long turns I think, if turns came to last too long, others could come as ghosts and do bad things to you ><). Why not, for instance, have other players influence in some way that moral tide in the battle that determines when the defender overcomes the attacker? they could have some "bored" button which could mean the battle has already been too long and hence reflect what soldiers in the battlefield feel about it too (and influence morale). Yet this button should appear only after a few turns in order to give the attacker a chance.
Well, I don't really care how but you need to keep battles entertaining even for those that are not involved ><
Combat Speed -
Aye, separate movement from combat actions. An mounted archer can move quickly but not make multiple attacks. Likewise the Giant Blade Beast of Ganog (Google won't help) can attack multiple targets with its many blades yet is too fat to move very quickly.
Morale -
Simple Morale mechanics are good, most games use that and it works. However, don't have large swings. DOM3 had a complicated rout system and it seemed to work. But it was hard to tell what caused the rout. I doubt there is a commander out there that has had an army rout on him and he not know what caused it. A large moral swing need a very obvious cue to the source and should be seen before it happens. IE a large demon summoned...pretty obvious source, getting hit with 'magiced' panic arrows...maybe not so obvious.
Winner Take All -
Have to say no.
This is a game and mistakes that would not be made in real life will be made in the game. Example, you reload your game after being away two days. 15 turns of excellence without saving, you have forgotten your elite skirmishing party was near a HUGE spider den keeping watch. 16th turn they are eaten, oh they saw it coming and are plenty fast enough to get away but you had forgotten them and now have to decide between reloading 15 turns or sacrificing a valuable 'army'.
1) I vote for at least a retreat option before battle, and am very much for a retreat zone in the tactical maps. However at quite a fair distance from the battle. My problem with Dom3 was the attacking army seemed too close to the retreat zone and my mega spells could not be cast in time after a fast rout.
2) Retreat once, and MAYBE a hard rule of only once. Not sure what conditions to put on it but there should be a penalty for being caught.
3) Hero's die. I don't want any special treatment other than what the player gives to their heroes. I don't like it when a game has 'exceptions' to the 'rules'. A title should not grant different game mechanics, they may be above and beyond stat wise and player care wise, but that should be it. I like the DOM3 treatment, only real difference was custom equipment and command ability. No retreat button for heroes.
4) MAYBE special treatment for the sovereign, but make it a pretty good reason with limited ability. Otherwise the ogre at the gate is going to get whittled down by the continuously re-spawning sovereign.
Terrain
Coo'. No ideas here 'cept what I'll explain in R Vs R.
Combined Arms
Yes, BUT this can be dangerous to overdo. As I've read others state, make the paper, rock, scissors nice and loose. Yet this does not mean leaving out the possibility for the impossible. IE: Archers equipped with ranged weapons that will not pierce the mysterious armor of the opposing army. AND please allow some format in game to be able to tell what is or is not working and why. DOM3 was a little limited that way. (LOVED wounded units, added a ton of flavor to battles, even in my own armies...hehe guess who goes in front. And it made clear that each unit was an individual)
Thresholds -
Like this, not sure how complicated it needs to be, since 10 demons vs 100 rabbits might not auto resolve. So might be a hidden army score, I know there is sorta one now but maybe it doesn't need to be apparent to the player in final. Least not a solid number to go off of.
Controlling the length of a tactical battle ?
Morale based sure, but not have the battle turn off after a set timer. DOM3 did this I think mainly to avoid AI getting stuck and locking the player and on the flip side prevent an exploit in the AI allowing the player to win an impossible battle on the 300th turn. Sometimes players are going to want to be able to toy with their enemy in the battlefield, sandbox with their spells a bit. And a hard timer the player cannot influence would ruin this. I think if length of battles is a gameplay problem, there needs to be found other solutions to why.
Randomization Vs. Richness ?
This is really tough. X-com essentially had both.
Base Defense - Sure tile based, but you placed your rooms. You knew your layout so essentially they acted as premade maps.
Large UFO assault -kinda mix, the UFO would take up most of the map so you had a really good idea of the terrain you would be fighting in. But then there was still some randomness in the outlying areas.
All other - Tile based and random. These got mixed up enough based on starting location and alien placement that you really couldn't just stick to a specific plan (unless the plan was "4 blaster bombs").
In all games I've played with pre-made maps...they were cool to start with but then as I learned them they got kinda bleh. Torchlight is my current example of this. Somewhat random but not really, highly repetitive and gets old. I can't think of a single game that used pre-made maps that used enough so the they didn't get old.
I like the idea I read about large maps that only a small portion is used, but again just mathematically speaking, you are going to get awfully familiar with the center portions of these maps. There will be that tree that is always 4 units N and 5 units E of the large rock.
However, this could work in my mind if someone knows how to expertly 'tile' a large map tile. Not sure how to explain or use the right terminology. But as was mentioned, going to use fake numbers. These 200x200 sized tile maps would be major features of a terrain. IE - a hill or a lake. The tile would have to be large enough so that the smaller battle ground that is placed on it never shows the evidence that it is a large tile you are fighting on. My meaning, if the hill tile was too small...and the battle was set on a 20x 20 portion that overlaps the N and S end of this large tile, then a portion of the N end of the hill would be on the S end of the battlefield and the S end of the hill tile would be at the N end of the battlefield. Well this might not be too bad, but I can see there being a difference between an expert repeating tile job and a so-so one. I hope someone understand what I'm trying to explain .
But I would think that making 50 large map tiles that have repeating borders that would allow battlefields to overlap the N/S and E/W edges would be easier and less repetitive than making 400 of smaller themed maps.
I also think, if possible, that the ideal would be a mixture.
Bah, I don't like this subject . It's REALLY important, but so hard to illustrate without illustration which I am incapable of without a napkin and half-broken #2 pencil.
we decided to implement turn based (simultaneous turns based on combat speed) with tiles.
How does this work with regard to the unit sizes? Say, I have 1 Soldier, the enemy has an Army of 1000 Soldiers, and there is a dragon running around. Would all of those occupy one tile? If yes, will we be able to split/combine units during the battles?
WINNER. TAKE. ALL.
I'd say, just have the battles end after N turns, remember the positions of the units in the battle and have reinforcements arrive at the borders of the battlefield, depending on where are on the strategic map.
Withdrawing would then require moving to the border.
Combined Arms. Archers have range. Mounted Warriors have great combat speed. Foot soldiers tend to have better weapons and defenses.
Units should be however you design them, not forced into specific archetypes. If I want heavily armored Archers, I should be able to create them.
Thresholds. Players can set the tactical battle threshold in the menu. That is, they can say it requires 10 units on each side before it’ll actually go into tactical battle.
Sword of the Stars had the following options: Auto Resolve, Auto Resolve unless opponent is fighting manually, fight manually and auto resolve peacefully (If both players select this, no fight happens, else it auto resolves)
Randomization vs. Richness.
Premade special locations plus automatically generated terrain for the rest of the world would probably be the best option. But no matter which of the two options you choose, generating/selecting the battlefields should happen during the creation of the world. If I fight multiple battles on the same tile, I expect the battleground to be the same (unless some Sovereign created a mountain there or something). With premade maps this should be no problem, with "random" maps you could just remember the seed necessary to create each battlefield, if saving all of the battlefields would take to much memory.
edit: The quotes were messed up somehow
Because you have choosed TB instead of CT, lenght of the battle will always be an issue, unless you will put in some system which will at given condition choose a winner, which is not that much fun (at least for me, I like to kill every enemy unit, with a smile on my face )
Definitely Randomization with major landmarks there (Interesting places, POI etc). But they have to reflect surrounding terrain (hills, forrests, rivers etc). And also, town sieges should be semi generated, town based on what have been build there, surrounding random.
Combat Speed
I like combat speed, because it adds more depth. But my main question is. You are still mentioning X-COM combat. And there is big difference between let say HOMM and X-COM. X-COM is more close to AOW, where units had movement pool, and unless you depleted it all, with movement or attacts etc, you could still do other things. Which means, player could move 3 times but not that far (changing dirrection) and at the end attack. Where in HOMM you had always only one action.
So will we be able to perform multiple actions in one unit turn? Or just one? That is big difference and I hope for multiple actions.
Morale
While very simply done, it still adds depth.
That is very nice !! Hoewer, I still hope we will be able to modify terrain in battle with spells !! It would make big difference.
WINNER. TAKE. ALL
Well, this is going to be really hard. One thing on my mind is, that player would be able pay money for surrending to the opponent, but only if opponent agree with that. If it happens, remaining player units would be send back, to the closest city with lowered morale.
What about being able to retreat only if you have proper skill with your heroes?
Hoewer I would be perfectly fine with the system "two men enter, one man leaves".
WINNER.TAKE.ALL.
If you want to implement it, N could be:
N = MAX(CHA Sovereign;CHA Heroes in battle) + Training* + Special Boni (like Warlordtrait or such)
*Training: Green 1; Veteran 2; Elite 4 a.s.o.
Randomness vs. Richness
I like irongamers idea.
Or amke a set of special maps and include them into the random generator, so that there is maybe a 10% chance to play on a special map.
I'm definitely against Winner Takes All. It just feels all wrong in the setting in question. Here's an alternative:
Certain units like heroes are quite likely to escape a losing battle all by their own. Dragons are especially likely to escape since they can fly off. Fleeing heroes loses battle morale and a fleeing dragon even more (if your dragon scarpers you might as well pack it in).
You can't expect your footsoldiers to fight to the death. However if certain commanders (say some heroes) are in charge of the army, they might encourage you to fight on. Perhaps if the battle is going badly you get a pop-up display from a hero of yours saying 'The battle is lost, I think we should withdraw' and you can choose whether to fight on (he or she might be wrong) or to order a retreat.
If a retreat is called with your army still in reasonable order, most (but not all units) retreat on the campaign map a la Total War. However, some units may not make it back with the army, or fled during the battle. If this happens, one of several things may happen:
They may just die, or scatter meaninglessly (likely if the battalion only has a fraction of the soldiers left).
If you are in your own territory, the weakened battalion may reappear at one of your cities after a certain number of turns (they've found their way home).
If you are in enemy territory, there's a small chance they might find your army again, but they may also form brigand units. Of course the most likely outcome in enemy territory is their death.
I hate it when you just lose a really tight battle and lost your whole prize army. Feels unfair and completely wrong.
I have been following the journals and awaiting my chance to join the beta. It would be awesome if it started before the three day weekend, but if it doesn't, I will live. Sorry for the length, I promise to post shorter in the future.
My thoughts are winner take all
Only when the defender is besieged or pinned somehow. Tactical retreats are a major part of warfare. As an attacker, let us say my army has the advantage and I attack. The map comes up and it turns out there are major terrain advantages that favor the defender and from the placement of those units, I realize I have little chance to win. An example would be the battle is close to a mountain and it turns out the deployment for the defenders is in the hills and mountains and there are a lot of trees. I have mostly cavalry, which would be useless attacking that terrain and the defender has light troops and foot troops that have advantages in that terrain. After fighting for a time, but it becomes clear this will cause me to lose many troops and isn't worth it. Why would I as the attacker run a suicide charge?
Also units should "break" if their morale is too low, those units are the ones that suffer loses on retreats, not ones retreated in good order.
Also agree the defender has the chance to retreat from the first contact, but pinned if it happens again.
Retreats/withdrawls
Perhaps the retreating/withdrawing army has the opportunity to leave a rear guard. If they can hold out for "X" turns, the other units leaving escape. For simplicity, let's say the rear guard has to hold out 10 turns. For every turn they hold out, 10% of the retreating units escape based on the movement speed. So heroes and cavalry would be the first to escape. Slow moving heavily armored units would be the last.
Battle Length and Draws
If there is a draw, then that gives both sides a chance to pull in more units the next turn as reinforcements. Alternatively, after "X" turns any units in a radius of the battle can join it. After 20 turns, units within X can join, 40 turns and it is 2X distance. edpfister brings up an interesting point. If there is a "day" and it lasts "X" turns, that is the point where you have "interesting options"
1) Each player can decide to retreat or not. If they do, then they get away
2) Chose to stay, perhaps even redeploy in areas they control and hope reinforcements show up
3) Night attack. Try to force the issue, but attacking is at a big disadvantage. When morning comes, reinforcements show up at the edge and are fresh while units that were battling are very tired.
4) Units that are surrounded cannot retreat/redeploy
Also the battle length determines how many movement points the attacker loses. Let's say I am attacking a faction and I am moving a massive army through a pass in the mountains. It drives me nuts that a defender could put one useless unit there and if I attack, then all my movement is used up. I should only lose the movement for the time it takes to remove the defender.
Combat Speed - I agree that movement and attacks per turn should not be tied together.
lwarmonger idea of scalability of the battles sounds like a great idea. Use a few large units or break them out into smaller sub units means quick battles or slower ones based on scale. The map expands based on the scale, but the unit movement doesn't.
Breniir - totally agree, fatigue should be a factor. This would make reserves important as well. Better trained units fatique slower.
Maps should reflect the terrain. Perhaps a random map for a tile or group of tiles where combat occurs based on the terrain. Then that map is saved for future battle purposes. If a battle is fought at that site again, the same map is used again. If you could keep any damage and relics from the past battle on the map, that would be even more atmospheric. An example would be a fort that was damaged would still be damaged, craters would still be there, not the bodies of the dead 10 turns ago. You could even create handmade maps and organize them by terrain type so they are randomly selected based on terrain. Once that map is used, it is locked to that part of the map so it wouldn't appear elsewhere. Having a map with mountains in plains or river valleys in a desert would be jarring and shouldn't be allowed.
Morale - bonuses from leaders and advantages in numbers, quality and terrain.
Don't let them sell you on decoupling attack per turn from a stat yet again.. Of COURSE combat speed would allow you to attack more times per turn (And MOVE more times per turn as well)The example of a mounted unit automatically gaining more attacks is silly. A horse has it's own movement speeds.
Although I think you were worried about a lack of granularity in movement speeds if you went with turnbased tiles. What if you used really small hex tiles? What I mean is, a normal sized person takes up four tiles. Or some other number that's bigger than 2. This allows you to have some real granularity of movement speeds. (I haven't ever seen tiles done this way before either so you're lucky I'm giving you my genius solution)
Wow, lots of good posts here. Brad, are you actually going to read all of this?!? I'll try to keep it short
My 2 Eurocents:
AoE vs. Combat Speed: Disagree with Brad, agree with most others: Sauron should have had an AoE and low combat speed.
10 COMBAT PHASES, COMBINED ARMS, and COMBAT SPEED: I could imagine a way of combining these aspects, much like Star Chamber did. This would allow for excellent, fun, but simple differences between arms types and demonstrate something of weapon speed. Star Chamber gives an *EXCELLENT* method of implementing combined arms, speed, and combat phases in a combat turn: 10 turns, and each WEAPON TYPE activates once in discrete combat phases: Phase 1: Torpedo, Phase 2: Torpedo, Phase 3: Beam, Phase 4: Missile, Phase 5: Beam, Phase 6: Missile, Phase 7: Cannon, Phase 8: Cannon, Phase 9: Cannon, Phase 10: Special. So if your unit had a Beam weapon with 6 damage, it would do a total of 12 damage, 6 in phase 3 and 6 in phase 5. Thus, units with beam weapons get to shoot first, before big cannons can; yet cannons get to fire three times, but units with cannon damage need to survive until the end of the combat turn in order to do so. A unit with beam and cannon weapons (rare in that game) had the advantage of both. Hence there is an element of strategic planning in mixing your armies: you want units that fire hard, but last, to be sturdy, while units that fire first might want to escape before the end of the battle (e.g. plan for units with only Torpedos to exit battle after Phase 2 would be optimal, with Torpedo and Cannon would be a tradeoff between optimal damage output and survivability). Hence my suggestion:
10 Combat Phases: Whereby units may MOVE X tiles according to their movement speed instead of attacking in any phase they choose, whereby there might be special movement rules for mounted units
- units wielding small weapons such as daggers may activate an attack maneuver (I still envision multiple attack possibilities based on techs learned, e.g. "stab", "jab", "hook", "riposte", "slice", "parry", etc., which I call learnable maneuvers) in phase 1 OR phase 1 and 4 (if higher "combat speed") OR phase 1 and 4 and 7 (if yet higher) OR 1 and 4 and 7 and 10 if highest
- units wielding medium weapons such as swords or maces may attack in phase 2 OR 2 and 5 OR 2 and 5 and 8 OR 2 and 5 and 8 and 10
- units wielding large weapons such as poleaxes may attack in phase 3 OR 3 and 6 OR 3 and 6 and 9 (large weapons should tend to do much more damage, since they may only attack 3 times maximum?)
- units firing ranged weapons such as bows or crossbows (which should have low attack speed) may attack in turns 4 OR 4 and 8 OR 4 and 8 and 10
- units casting spells: phase 10 (only 1 spell per turn)
- siege units or large machined units: phase 9 OR 9 and 10
- units with special attacks (dragon breath, spider web) need to be categorized as one of the above
Another possibility would be to make for more than 10 combat phases in one turn and to make for additional breakdowns, e.g. 20 or 30 Combat Phases, so that 1 "turn" might be substantially "longer" if there are units in play with significantly high attack speeds.
This system would allow for units with high attack speeds to still be differentiated from units with different exemplifications of the types of combined arms there are. It would require only that each unit in the game have at least one "type" flag (small, medium, large, siege, ranged, mounted, special).
WINNER NEED NOT TAKE ALL and LENGTH OF BATTLE: Winner need not take all -- in fact (please hear me out!) there need not even be a clearly decisive winner!
- Dominions3 demonstrates that uncontrolled retreat (rout) can be implemented without great difficulty and interesting effects, plus useful to help demonstrate some effects of fear; I would like to be able to see controlled retreat be possible with a substantial pentalty to defense while retreating. Thus, the "winner" might even be he who runs away and lives to fight another day. Dominions3 battles lasted N=50 turns, after which auto-rout is induced. Uncontrolled retreat: You cannot control into which neighboring tile your troops flee.
- Undecisive Battles are fun: Star Chamber's battles were EXCITING -- and only lasted 1 turn! That is to say: Opposing players could occupy the SAME TILE for more than one turn: enemy troops in the same tile were not disjunctive! That is to say: LONG battles MAY take up LONG game time. In other words: Two armies meet: they fight for N turns (anywhere from 1 to 50 seems ok to me); after which, the tactical battlescreen darkens and the curtain drops, a day has gone to end, and the battle will be continued NEXT game turn -- or not, depending on whether the player moves what members of his armies he still can move (perhaps some become immobilized, unconscious, crippled, or charmed) away or not. The strategic map screen shows that at least two players are contending for one strategic space and have not had a decisive victory. This would not even be terribly complicated, just somewhat new.
- Auto-Resolve: You hinted elsewhere that there might be a button for auto-resolution of tactical battles. For people worried about battles being too long (anything more than 30 turns is REALLY LONG) -- would it be possible to click the auto-resolve button to end it sooner and let the computer AI figure it out? I think that tactical battles with thousands of troops will probably take hours, no matter what restrictions you put in. That's the tradeoff. Perhaps the thresholds can work the other way then, too: If battle has >100 troops, then timer?
- In any case, it would seem like there are no severe disadvantages to allowing for battles to be restricted in length (N < 50) and for there to be survivors, be these those who somehow flee or those who remain in the same tile to fight later.
RANDOM vs RICH MAPS: Like most others, I agree that representation of the strategic map's terrain in the tactical battlefield's map itself should be important; if that means randomness, then I would prefer randomness, though I am not sure I understand why that need be so.
SPECIAL MOVES, RADIAL ICONS, LEARNED MANEUVERS, and EXPERIENCE: I'd like to see the tactical battlefield be the place where a player may select a squad of troops (squad = troops of same skillsets, but perhaps different individual stats), whereas skillset = which abilities those troops are able to activate. I could imagine that when a squad is highlighted, there could be a radial menu much like NWN had, or the bottom menu opens up into a little "toolbar" showing icons (much like Dragon Age has for each selected character), one icon for each action that troop may perform, e.g.
- move to
- default attack
Each squad should at least always be able to perform these two basic actions (unless hindered, e.g. by being immobilized, charmed, incapacitated, made insane, morale = 0, etc.) BUT units or squads may open up additional icons if those units have "earned" them, either by gaining experience or by having researched the appropriate tech or both. Some of these special moves should have a "cooldown" time (also much like Dragon Age), e.g. perhaps only usable once per turn:
- defensive stance (units gain a substantial bonus to defense, but may only auto-parry incoming melee attacks, and this at a substantial penalty) -- a maneuver / icon such as this should be easy to unlock, perhaps after learning any tier 2 Warfare tech whatsoever, with no experience required
- special defensive maneuver 1 (which requires special equipment, e.g. a shield), e.g. "shield wall" or "high guard"
- special offensive maneuvers: e.g. "bash" (requires medium weapon, does substantial additional damage at a small defensive penalty), "called shot" (requires ranged weapon, greatly increases chance of critical hit and adds small armor piercing ability at the cost of defense and weapon speed) or "feint" (requires any melee weapon, greatly increases defense but lowers damage and slight penalty to attack), etc. etc.
Dragon's breath, special magical attacks, etc. should all belong to categories such as these.
I wanted to post something similar, so yeah, I agree with this.
Additional notes:
Winner. Take. All.
1. I am kinda confused about the morale system Froggie. Morale will be "army based"? That would make no sense. Natural morale & morale modifiers and even the morale "caps" [Example: when should a specific creature start to flee? - when his morale is at 25%? or 20%? or 10%? ; Morale lost / dmg taken ; Morale gained / dmg inflicted ; etc.] should be based on a racial basis.
2.
Agreed.
Controlling the length of a tactical battle. - I don't really understand this at all. I mean how could you control the length of a battle? I can only think of some changeable in-game options, which could have an effect on this:
- Size of the battlefield
- Scale of units
- Automatic retreat after x% of losses
Randomization vs. Richness. - I vote for randomly generated, "zoomed in" [based on the terrain] maps. AoW2 used this system, and it worked like a charm. Plus, it's much more interesting to fight on randomly generated maps.
Couldn't the "stamp-like-tool" system, as described here by mittens, be used to create some sort of compromise? Have the maps use some (semi-)random assortement of interesting strategic elements (the stamps), combined with some (quasi-)randomness to make them reflect the local terrain more accurately.
Or create a random map (one that accurately reflects the local terrain) and use some algorithm to identify potential places for the strategic stamps, to enhance the maps strategicness?
This - I want my encounter to appear to be in the local terrain and I want the tactical combat to be interesting, but even more than that, if the battle maps are only pre-made, then you will be fighting hundreds or thousands of battles in the same map (over time).
I really don't want a battle to open up and I go "Oh yeah, here's map 2A again." That would get boring pretty much immediately.
And no, user created content won't magically make that go away, either. It might add some surprises, but you'll still be popping up combat maps that you've already figured out.
Also, need a bigger copy of that pic...
Randomization vs. Richness
Here is a somewhat unique idea.
In most army combat situations, being able to scout your 'battlefield' before your army takes the field is extremely important. What I propose is this (and this is for open battlefield combat not seiges):
Ambush or Defending armies that fortify their positions get to 'pick' from 3-5 randomly generated maps - perhaps allowing them to select defensive features that will play to their armies strength. The defender can then 'pre-position' their forces, then the attacker can position their units from 'entry' points. The attacker can either enter from 1 point or from multiple points by dividing their forces. Perhaps the defender might have an additional ability to lay spell traps in certain parts of the battlefield prior to combat and entry by the attacker.
For Armies that come across each other in the open, both the attacking armies get 3-5 map options to choose from, if both pick the same battleground then the combat starts otherwise the one with the better scout units (or some other skill/feature/spell) gets to pick the battlefield. Both enter from 'entry' points, neither is considered the defender.
The map options can include some pre-map combat maps as well as some random maps. This allows the game to have something that no other game has, yet allows players to have some decision over the battlefield map.
Just my thought and basically takes the best of both options and offers them to the player.
Or we could make the tiles really small and call them 'pixels'
No amount of premade maps is big enough not to become repetitious. So I would rather have simpler tactical maps than more complicated ones that appear again and again.
However, it made me think about the repetition and it makes sense sometimes - such as if you fight on the same map tile. If you use randomly generated map and store the seed you get the same battlefield.
Link: https://forums.elementalgame.com/382964
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Rich premade maps would be a great addition to some datadisk. For example prepared battlefield for specific artifact or something like that would be nice. But it should be optional.
total agreement with mrakomo
The "Winner Take All" and win in N moves is not an idea I like. If you're going to implement something like that, I'd much rather have a objective-based tactical battle where you want hold certain victory areas to win. I'm a big fan of victory areas in general, they really cut down on abusive tactics and force players to use more balanced and interesting strategies. It also allows for Pyrrhic victories and so that victors aren't purely the ones who take the fewest casualties.I also find it hard to justify no retreat. Sure, it does cut down on ping-ponging but in this case the cure really is worse than the disease. Maybe give penalties to disengagement? I personally find the Dominions 3 implementation the best, where the survivors wander in all directions and don't provide much of a challenge until the player takes the time to organize them again.In terms of randomized vs. richness, I'd say go for random, as long as it actually reflects the world map. I think if it's well implemented you can better convey the idea of a battle occurring inside the world rather than on a separate artificial map.
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