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:
I agree that Stardock has a marketing agenda (and a good one) with allowing us into the beta (alpha) process. I also think that they are listening and making changes based on our input. When it comes time to balance the units i'm sure they will listen to our input (why wouldn't they?). I doubt the game will be released being perfectly balanced and am sure they will continue to balance after release based on our feedback. So Stardock wins and we win; so I am happy!
I posted earlier stating that I prefer the richness Vs random. Since either route surely will take into account the terrain of the strategic map the only problem I see for the richness option is if there aren't enough pre-made battlefields upon release.
I would like to get an idea from Froggy how many pre-made maps he thinks would be made by release if the richness route was chosen.
I think you would need 300+ or you would see the same map too often and I would sadly have to vote with the randomization crowd. If a good map creator was made these maps could be made to be awesome and allow the modding community to really extend the life of this game. Imagine how great the battles would be 5 years from now with thousands of maps being used!
Can anyone name a TBS game that has great or even good randomized maps? Maps that made you change your strategy?
I would like to see an auto resolve option that could be used any time during the battle (one that doesn't make us watch the computer finish as that is very boring). But no artificial limits on how long the battles last.
I would also like to see many stats for each unit in addition to special attacks or unique features. Variety is good.
Combat speed: Combat speed as described here sounds fine to me. i prefer this combination of attack or movement points.
Morale: i like the way you explain it. its simple and effective.
Terrain: excellent as long as there is varied terrain, and many kinds of bonus's or uses that terrain can provide. example: ancient stone wall lines part of the battlefield. position a unit behind it(say archers) they gain a 50% cover bonus or some such.
Winner take all: i don't particularly like this idea. personally i would prefer some sort of battlefield timer that ticks down with each turn. you only have so long to fight then it goes back to overland, and starts up again next turn. i do think that retreats should be allowed, but only if the retreating army has an escape route. say there is an exit tile on all four sides of the map. any unit that gets to that tile exits the battle on that side(one space north, south, east, west of the initial battle location). this way if you just retreat(or the unit becomes panicked, they head for the closest tile) you may end up scattered.
Combined arms: i think that specialized units are important, but i don't want the game to automatically assign roles to stereotypical units. if i want some foot soldiers that can move even faster than horse units, then i want to be able to create them. they would be enhanced of course with boots of speed. this way it opens up much more strategy, and can really surprise the enemy.
Thresholds: this is fine as long as it is set in the menu, and is either a personal choice, or is a server side choice before a multiplayer game begins. also it should be changeable at anytime.
Controlling the length of tactical battles: again this should be an option in the menu. set it for so many turns before returning to the overland map. in single player the player should be able to choose unlimited if they want.
Randomness vs richness: i think that randomness would be best, as long as the randomization is fairly good. then again if you create a couple hundred unique locations, and the mod community would really run away with tile creation the game could have even thousands of premade tiles. so that to is good. kinda torn on this i suppose.
Winter, my friend. I think you took my whole post as complaining, when it was not. I made some replies further up you should read. I know they can do what they want with their won game, I wasn't saying other-wise. As for the venting, there was only one paragraph I added that was actually me "venting". The rest was on the logic of choices and their affects on game-play.
Your wall-o-reply there makes me look like a complete fool who knows nothing about games...thanks
I seem to recall you and me being on "the same page" about a Lot of ideas, don't you?
Either way, I digress, and I said so a few replies up. If you wish to respond, please PM me and we can talk.
Let's get this train back On Track..I.E. Back on Topic.
John....you hit the nail right on the head, brother, as usual. Thanks.
I just got done reading the last 3 pages of the "The Money Is On The Console" thread and that got me thinking about some of this.
The biggest thing was Why are we buying a PC exclusive title?
The awnser to that is as PC gamers we are generally snobs of the gaming world and we want games with all the bells and whistles. Depth, Story, Intricacy, and Complexity.
With that in mind I would have to say when it comes down to these decisions we want as many options as we can have. If we didn't we would play a console game.
We want to spend the time necessary to play a well developed game. If we didn't we would buy a 20 hour console game.
We want a game that requires our fullest in brainpower and allows us to be the snobs we think we are. If we didn't we would be buying some Action/FPS console game.
See the theme here. Anyone who is seriously looking forward to this game or is pre-ordering to get into beta 2 already realizes that this isn't going to be your dumbed down, quick play console port.
With that in mind I have to really support and reiterate what Raven said earlier about please do not simplify the combat portion. I know K.I.S.S. (Keep It Simple Stupid) is a motto that sells. But on things like "Winner Take All" it really strikes me as going against the whole reason you made this a PC exclusive title.
So as for Winner Take All, Random vrs Rich. I leave the Decision up to you as the dev's. All I ask is that please think about why you made the game you did with the principles you had in mind. If the game takes longer to be produced (God help me for saying this since I am dying waiting for Beta 2) then by all means take the time you need to produce the truly first original, engrossing, and memorable PC titles that has been released in the last decade of dumbed down shovelware crap.
As for those of you who are arguing for RTS for MP's speed sake. While I can completely empasize where you are coming from. This is the first time in a very long time where we are going to get a game that actually has some meat, thought, creativity and power under it's hood.
I don't care if the Battles take 3 hours as long as they are engrossing, spectacular, and require alot of thought on my part. If for the first time in a long time I feel I lost a match because I was outmanuvered instead of out clicked or out reacted I will bless the ground the Dev's walk on.
And I will fight you to the gates of hell before I will surrender the best chance in a decade of a game like that
100% AGREED!!!!!!!!!! Well, more or less
That's the thing with continuous turns though. Thanks to the pausing mechanic, you don't get "out-reacted". You can stop the game whenever you want to plan out your actions and give orders to react.
It's NOT an actions per minute clickfest. It's just a lot faster then traditional TBS combat because every unit can move at the same time, and every player can give orders at the same time.
That is EXACTLY what people Forget when they think about the difference between a TBS and a RTS or a game with "Baldur's Gate Style" Continuous Turn system.
In a "Cont Turn" style game, You, The Player, ARE the Turn Maker. Every time you Pause and give a New Order you make a "Turn".
That didn't stop "Baldur's Gate" (PC) from being a MASTERPIECE almost Everyone Here loves.
WINNER.TAKE.ALL
Allow retreating but offer up some reasons not to do so.
Attacker retreats: attacker gets morale penalty, defender a morale boost
Defender retreats: defender loses morale (and what they were guarding), attacker gets morale boost (and their prize)
Can you combine the auto-resolve with the time limit that a player sets? For instance, a player wants to fight a battle but only if it takes less than 10 mins. They then set the battle timer which will gradually start counting down and 'killing off' random units. For this example let's say it begins doing this at the seven minute mark based on the number of units on the battlefield. This way the player can be involved from beginning to end, but the battles won't go longer than a player would want. They will need to make adjustments to the battle as they lose units 'unexpectedly' which keeps the tactics portion alive. Players that want to plan every move can just turn the timer off.
I would prefer the pre-made maps to the randomized ones only if there are truly hundreds to choose from. If not I fear the maps would become predictable and the 'strategy' would be lost. I don't know how quickly the team could make that many maps representing varied tactics so I ask, "Is it worth the effort?" Would the time be best served to support the map making community and have a new pool of maps being uploaded regularly?
Don't forget, that very same "map making community" Will dwindle down to a small hand-full of people once either...
A ) The "Newness" of the game wears off.
or...
B ) They Stop making Expansions and move on to the next game...causing the "newness" to wear off.
Four years from now, if a couple new expansions haven't come out by then, there won't be a "map making community". Just a little group of us "Die Hards".
And I feel that with the Beta 2 +3 combo, we will have Pictures, things will open up substantially. I mean, think about it? What is the one thing SD needed to totally control, the final "LOOK" of Elemental.
Allowing, how ever many Alpha testers there actually is, access to the Graphics, would be an untenable situation, to say the least.
Brad will release us soon. And Raven X. Your arsmy will be mine LOL
twitch twitch
LOL while you are correct in a fasion even I have to agree and empasize.
In honesty I don't think my MP opponents are going to appreciate when I pause the fight every 6 seconds because I want to be as thourogh as I tend to be (thank you OCD like qualities ) so that I can feel like I am really as control of my units as I can be.
Personally (and this is just my opinion) I find CT to either be a dumbed down version of RTS or a lazy programming version of the same.
I have Played Baulders Gate and played X-Com Apoc and while they are faster yes, they still feel like I do not have complete control.
In BG and NWN every fight started and ran the same for me. I immediately staleed all my units except my mage, lobbed a fireball or equiv AoE over my line at the approaching enemy. Then sent my units charging forward and switched to single taget spells. What is truly sad is I would win almost 95% of the fights in that game with that exact strategy. Hell iIdo it in Dragon's Age now.
This is not strategic or tactical combat. this is just a paced version of an RTS. The pausing mechanic helps, but the underlying problem is still there.
If you want a good example look at Blood Bowl. It has both a TB and RT option. And by an large, the RT component is laughed at and ridiculed. Love the TB game, but the RT game even with pausing doesn't feel like i have control in any but the loosest sense.
Thank you for this. I have now envisioned Sauron zipping around a battlefield, in Benny Hill fast forward, to the tune of Yakkety Sax. I would never in my wildest dreams have conceived of this on my own!
More seriously, while immensely powerful, Sauron was defeated by two people: Elendil and Gil-galad, and Isildur cut the ring from him. In the most generous interpretation, three. As badass as he was, there's nothing but Peter Jackson's delusions to support crushing tons at once. Even Morgoth, more powerful than Sauron by far, wasn't so fast he could lay into a single elf over and over before his turn ended. (God I hope no one makes me find page references in the Silmarillion for that last part...)
Since I can't seem to work the quotes on this forum in a similar fashion to most forums...
Frogboy wrote: "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."
What about pre-made TILES? Think like the board game Rivers, Roads, and Rails. You could have tiles designed such that there's more than one way to fit them together, and by assembling your grid while keeping tiles connected properly, you could have some randomness, and still keep some of the benefits of pre-made. It can get kind of complex, to be sure, but I think it'd be doable, and allow for some interesting variety.
I agree with Raven X in almost all points. If the Devs Dumb Down the combat system, well, it will be bye bye for me, no more buys from stardock.
In many aspects this game in being dumbed down, and I fear this could happen to the combat system. I really hate to be kept on the dark, and I say this based on the fact that neither are we "playing" (testing or whatever) the same build that the devs (and a group of betas) are now and we don't have ONE NEW SCREENSHOT IN GOOD SIZE (sorry this matters for me)
We don't know where this is going, we don't know if we are being heard or simply ignored (I really prefer to think the first, but...)
Raven X had N good points (and even Righteous Fury), many other people did post good solutions or something, but I don't see ONE post from the Dev Team (sorry guys) or even Frogboy to at least tell us, why did they think the solutions they came to, are the most likely to make the cut. Sorry, my english Sucks and I am really trying...
Ps: If I've expressed myself bad or hurt someone in trying to do so, please forgive me.
And all the action would happen at the same time, I think this is the way to go too.
Given the cost (in terms of $$$) of tossing out the real-time (continuous turns/pixel based combat system) I think I can safely say that we wouldn't have made the change to tile based turn based if we didn't think it was a lot more fun.
A game that tries to be all things to all people ends up being nothing to anyone.
Will we be able to MOD and bring back the (continuous turns/pixel based combat system)?
What was the problem with the old system?
Another question:
If you guys already have a combat system, that you are tossing out in favor of Tile Based/Turn-Based, why not let us try it?
Indeed I appreciate the support, pedroente. Thank You. As I can tell you are new to the forums or at least new to posting, I can attest that Stardock Does Listen to us and have made Many changes to game mechanics based on our feed-back. Do they have a Internal Alpha? Sure. Do we all need it to make a judgment on the state of the game? No, not really. Even the Internal Alpha doesn't have everything fleshed out. It has pretty graphics, sure, but that's not the "meat and potatoes" of the game. The mechanics are.
As you're around more you'll see they Do listen. You also definitely got the "meaning" and "Point" of my post. It wasn't to complain or moan and bitch or to say Stardock is holding out on us, they aren't. The point was to make people "Think" and many have. Looking back the last few pages I see lines like the one on The_Gorgons post that say "Also agree with Raven-X that you seem to go for many easy solutions so please try and make the most of the tactical battles and it will be great!!!" and lines like from Aractain who say "The rage that broke the thread page was powerful, but I agree with parts of it."
People are thinking, and That's what matters.
Wintersong also has a Very Valid Point when he says "Yeah, let's forget that this is a Strategy Game. You know, with Diplomacy, Quests, Research... In the grim future of Elemental, there is only war." Also though, let us not forget the Name of This Game. Elemental: WAR of Magic. It's not called Elemental:Diplomacy of Magic. It would be a all new game then and I doubt I'd have paid for it.
The Tactical Battles of the game is one of the HUGEST ASPECTS of this game, period. It's in the title. People want to have a War with magic...and other types of units. If this system gets "gimped up", all the work that went into the other systems won't be worth as much to me.
His point regarding the nature of this beta is interesting too. When I heard that release is intended ~3 months after we get phase 2 it struck me that is more akin to a normal beta than I realized -- our job is to try and break the game, test different systems for crashes/etc. With only ~3 months between the start of phase 2 and release, and given the time needed to iron out the kinks and achieve some semblance of balance, that leaves not much time to tweak the major design decisions. Thus I conclude much/most of the design decisions have been made and we're 'fine-tuning' them -- and that's fine. I'm not saying we have no effect, just putting things into perspective.
This isn't a complaint/criticism, as I look at our beta glass as half-full not half-empty -- I think our role here is much better than the typical beta, but most of the design heavy lifting has been done. And Frog has mentioned including 'beta-testers' earlier in the process in the future, which fits in with the above.
I hope the ultimate standard for what decisions the devs make is their concept of what Elemental should be. Listening to us is great, but they need to listen to their 'dream', for otherwise we'll get a hodge-podge of ideas. The best results are usually when someone has a dream and pursues it, and holds to it despite attempts of others to impose their dreams onto it.
I'm too old to be naive -- I keep learning that the hard way -- but sometimes ya just gotta sit back and trust, and I'm trusting that Elemental will turn out pretty well. It won't be all I'd make it, maybe in some ways 'worse', but also in some ways much much 'better'.
"A game that tries to be all things to all people ends up being nothing to anyone. "
Damn. That now makes 4 great quotes in the History of our time.
Winston has one.
Albert has one.
JFK has one.
And now Frogboy has the other.
I am way impressed yet again...
Yeah, exactly what I think, add to it the fact that TRUE TURN-BASED/TILE-BASED make the game lean more towards chess than EPIC FANTASY MAGICAL BATTLE...
WINNER. TAKE. ALL. Don't do this as others have said that tactical withdrawals are perfectly valid tactics.
I liked this idea [quote I'm against this. I'd rather have retreats with the retreating side suffering some sort of severe penalty. I understand the concern about having games drag on, but a winner takes all system will make battles much too risky. It would seem to also eliminate a lot of strategic possibilities, such as delaying attacks, etc. Allow retreats, even if it means that the retreating side is sure to take high casualties or suffer a morale hit for X number of turns. quote]
About the radom generator I just want to make sure that it won't generate say a desert terrain on a grass tile set.
Good call Raven X. That's the primary reason I am here and why i have pre-ordered.
There are not many old games that I have fond memories of equal to MoM and the tactical battles it allowed. If that aspect of the game fails, it will add to the long list of games played and punted to the closet/used bin.
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