Frogboy:
irongamer:
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Not exactly related to WE-GO, but ...
Combat that should be allowed to lasts multiple days. It is epic, fun, and resolve a lot of problems. "Combat ends after N sub-turns", but it is continued at the exact same location with the still living forces when next game turns arrive. Enforcement can be brought in from both side (and allies) when next game turn arrive.
Any comment? I think this is way better than TTBC or RTS.
As a very big fan of the Combat Mission series, I am also a strong proponent of the WEGO concept. However, in my opinion, there are multiple commands required in WEGO that might not otherwise be required in a traditional turn-based or RTS game. In effect, the AI must be able to respond to the changing battlefield dymanics, as you pointed out, over the course of the execution phase based on the varied commands that were given. IF, by example, a unit of archers were commanded to HUNT they would need to stop and attack any "worthwhile" target during the Execution phase. More complicated, if a Unit were set to CHARGE, they would need to have embedded intelligence to either always execute the charge regardless of unfolding circumstances or cease charging under special circumstances (the Dragon just landed in front of us).
In sum, I think much additional AI programming might be needed; I'm not sure that change to WEGO would satisfy the RTS players; and I'm not sure the change to WEGO would signficantly excite most of the TBS players. In fact, I would speculate the large majority of posters on the forum either do not understand WEGO as they haven't played those games that have implemented it well or, as likely, don't see any real advantages to it (despite both you and I doing so) as I think the concept would have received much more forum time if people were interested. Finally, WEGO was not implemented successfully by BattleFront for more than 2 players in a multiplayer game-- and they have been dealing with the concept for years.
In conclusion, I for one, think the WEGO concept would be a unique and incredibly fun approach to fantasy gaming but I don't think it is going to offer the bang-for-the-buck to pursue.
The is a Great Idea, Climber. Should this be "The Way" we go with Tactical battles at launch? Honestly...I'm not sure. I've seen some other ideas ( and can think of a few my-self ) that I like just as much as this one.
However...
I DEFINITELY would Like to see a system as the one you describe above to Implemented at Some Time. Either as a game-play feature "type of play" I.E. how Unreal Tourney has Dethmatch - Team Deathmatch - Capture The Flag -...etc etc , you get the point.
Excellent Post and Excellent Idea. Keep up the great work, brother.
As I wrote in another thread, I prefer "TTBC" to WEGO, because I want to see the effects of my actions immediately, and it's easier for me to watch things happen in a sequence than multiple moves and attacks at the same time.
I played a game loooong time ago : UMS. Universal Military Simulator. You gave orders to your units, and the comp would do the job. And that was a real blast to play. That worked really well and I didn't feel at all effects you describe (like being unable to think if you don't see upfront what your units are doing). Yes, it need a little time to get the hang of it, but the outcome is so great. You add some "mindreading" to the game, instead of just playing advanced chess.
I am a big fan of this idea, and WEGO combat in general. And the more I think about it, the more I like it. Other than bringing back continuous turns (not gonna happen), this is probably the only way for Stardock to salvage my excitement for the tactical combat in Elemental.
If it ends up being straight up turn and tile-based combat, I am sure I'll still have some fun with it, but it will in all likelihood not be particularly interesting or new. I'd like to be pleasantly surprised, of course, but I am skeptical of the ability to pleasantly surprise me with turn/tile-based tactical combat
I want to see it before totally committing one way or the other. Sim turn sounded solid, but the Dev have seen the other end.
What I would like to see, even in the Turn/Tile-based Tactical Combat, is not have the Grid actually visible. Just present the player with arrows, on the ground, that indicate when the max move distance has been consumed.
i would like mutliturn combat as well, but isn't a turn in elemental a year? it would be fun, but a little unrealistic lol!
Once we hit the Tac map, time would have to be adjusted accordingly.... If a Large engagemant lasted 4-5 day that would be considered a major Battle in my eyes.
Other than I already said it and support the core of it, what am I left with but to support this POV?
Well what i mean is, that if you initiated combat. then the battle took its allotted time then returned you to the world map. when you pressed end turn, that would be a supposed year passed. then you would go back to the battle again.
I want to see it before totally committing one way or the other.
John you probably wouldn't see it in E:WoM beta unless they committed to this approach at release, but if you haven't played any of the Combat Mission games, there are some good demos that will demonstrate the WEGO very well at battlefront.com.
PawelS: As a big fan of your 1.4 patch in AOW:SM and its TTBC approach, I can see your point; however, there is something quite frankly exciting about giving your various orders and then watching a "1:00 movie of the outcome" before your next series of orders. Really builds the drama... and isn't that what good gaming is about?
StMorpheus-- I would be inclined to have tactical combat over multiple turns as well. Essentially you could have 10 turns in WEGO (that would be 10 minutes of movies in the Combat Mission series) then revert back to the Strategic Map. Units could then be brought into the on-going battle and they would appear at the battle map's edge as reinforcements.
You know I guess it is an immersion thing, But I can say that I never ever really associated a real time frame with turns in any TB games I played unless they put in seasonal effects.
Combat taking place over multiple turns wouldn't bug me, in fact I love the idea. I just have trouble understanding not doing it becuase some pre defined 1 turn = 1 year thing.
Personal thing but I would hate to see an idea as good as multiple turn combat go out the window because of something like this.
ha yeah i feel the same way, i am a big proponent of multiturn combat. this would really bump the strategy level to a new notch. i just thought it was funny that by doing multiturns then you have to accept a few odd nuances. which honestly is fine by me, but purist may find issue with it.
If a 'turn' is a year then it's hard to envision battles lasting >1 turn. That doesn't preclude 'reinforcements' however, which is what I think is the main gist of what folks are proposing (tho I could be wrong...). Reinforcements would arrive later because either they are too far distant to arrive at battles start but close enough to arrive before battle's end, or because they're deliberately held back for tactical reasons. Squad Leader made good use of reinforcements in various scenarios, where the turn they arrived was predetermined (their scenarios were historical so they used what happened in the RL battles to determine this) but where they entered was only roughly specified (and sometimes the entry areas were fairly well separated for the 'fog-of-war' effect). Blitzkrieg is another old Avalon Hill wargame that makes good use of reinforcements. Reinforcements add a lot to Strategy&Tactics.
If there's decent 'fog-of-war' in Elemental then deliberately delayed reinforcements could be quite effective.
Regarding simultaneous turns (wego in today's vernacular) it's been around a long time for TBS games. We used it in Diplomacy games 40 years ago. Diplomacy is like chess in that it's simple (risk-like board with few pieces and few rules) yet complex (in the application). There are 2 turns/year (spring and autumn). Each turn has 2 phases. During the first phase diplomacy is conducted, and orders planned and written down in secret. In the second phase the orders are simultaneously revealed then adjudicated to determine who moves where/etc. That ends the spring turn. This repeats for the autumn turn, then at year's end units are gained or disbanded depending on the number of held supply centers (if you lost a SC you lose a unit, if you gain 2 SCs you gain 2 units, etc.). No dice, no randomness, just cut-throat diplomacy (and back-stabbing, as any promises made during negotiations are not enforced, all that matters is what orders were written down in secret), and all simultaneous.
Knowing what your written and committed-to orders were, and what others promised they'd do, while waiting to see the simultaneous revealing of what other players actually did do, adds a whole new level of excitement to the game that non-simultaneous TBS games lack.
I love the idea of the enemy committing their forces to my seemingly small force, only to be caught in a pincer attack by a much larger, deadlier army that I had in hiding just out of sight.
Aside from that though... Not much to add.
If they do end up implementing multi-turn combat I hope it makes sense... Like not some 5 turns... (More like 25).
I've seen battles between a troll and my Sovereign take 12 turns. So it would take him 2 years to defeat a troll? lol.
Obviously that wouldn't be acceptable. I do love the general idea though, and think it would add a lot to the game if implemented well.
Multi-turn battles, regardless of the combat system, would be pretty nifty. But, at the same time, I'm also wary of arbitrary time or turn limitations to battles. I suppose they could get around that by giving an option at world creation for "# of combat turns per strategic turn." That'd at least give players the ability to choose, but it would also be harder to get the AI to function well with it for any random # of turns a player might choose.
If we're talking about battles taking more then one Complete Combat Turn, I.E. going to another Strategic Phase, then Continuing the Battle Next Turn...
I'd be Very Dissapointed if this wasn't At Least Possible.
Very Dissapointed indeed. Kinda takes part of the "Epic" out of the game I think. There's nothing "Epic" about a LAST BATTLE that has to finish in One Turn.
I Agree that Battles spanning multiple strategic turns could be epic... Especially with the possibility of Reinforcements. Even if this isn't in Vanilla. It's gotta be modded in or something. Then again I think 1 turn equaling a year is a bit extreme to start with. So it takes 5 years to build a school? 3 years to build a hut? Honestly? I mean I know they don't have bulldozers and heavy machinery but that's still just ridiculous.
A turn should be 1/4 of a year maximum IMO.
I mean this is the type of game I'd play with a massive map for 1000+ turns...
Even half a year per turn seems a tad extreme. One tile is a house. the next tile over is the center square...
I can move one space per turn... So basically it'll take me a years worth of travel to visit the neighbors...lol!
The logic jumps are pretty funny... I know they are probably necessary though, just fun to think about.
I'll stop rambling now.
the problem with it not being a year though is, if you got married and had a child, without it being 1 year per turn it you take a while for them to grow up. if 1 turn equaled 1 season passing that would be 4 turns for a year. it would take 80 turns for you child to grow up to be usable. so i dunno, to many continuity issues may occur.
Thanks everyone for liking WE-GO, and your support! IF it will be become the default mode of combat & getting offical support, it will be awesome.
What are they? I am interested to know!
Anyway, I just feel that this system is more exciting than either pure TBS or RTS. I feel old playing pure TBS or RTS. If there are even better system, I don't mind jumping ship once again. However, asking for WE-GO is already a bit too much for SD, I felt that; even the RTS component is already built and they are building a turn based part.
The true advantage of a reinforcement system is that it would allow scouting to start a battle, i.e. the avant guard, and then surrounding forces could join in over the course of the battle, culminating in a massive exhchange. This assumes that a turn is a year and the units can walk or there with the movement points they have left. That way an army would function in a more logical fashion and IMO create some really interesting multiplayer subversion tactics.
One would essentially need to decide the worth of a location and how many forces are needed to proctect the area. If a battle started each player would have to continually decide how many men that position is worth and as in real battles at the Sov level it would become a matter of bidding for the territory, as well as creating a strategy that gives you the upper hand without using your whole army.
oh boy the devs got their work cut out for them with this new idea for turn based.
Im all for turn based. But since many of us are hardcore gamers... we are drawing from like 100 different games over the past 20+years of video games or table top.
So, assuming release is similar to beta so far, waiting 80 turns for progeny to mature is not unreasonable.
Heck, if 1 turn = 1 year, then offspring/Champions wouldn't last very long (unless imbuing them with essence greatly increased their life span...).
That's a good point Nick... I forgot that only the Sovereign is supposed to be Immortal... Unless there is a spell to tweak life spans 1 turn = 1 year would kill off heroes and mortal offspring ludicrously quick.
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