Beta 3B introduces the skeleton of tactical battles.
Here's the basic concept on how they're supposed to work:
Your Combat Speed is translated into action points. We do NOT use your Moves per turn stat (that's supposed to represent endurance and it's not subject to change).
The current system is, however, far too basic of course. In this thread, we will discuss which aspects of MOM, HOMM, AOW, as well as new concepts you guys would like to see.
Below is the system we intend to implement and we look forward to your thoughts on this:
These 6 things are what we consider the "basic" for day 0.
Obviously, right now, none of these 6 things are in. I am hoping to get a Beta 3C up on Monday that has them though.
On top of these 6 items there is what we consider "required" for v 1.1 (60 days or so after release):
In the long-term, we plan to keep evolving tactical battles based on feedback. It's not something we're going to push out there on day 0 and call it a day. But I also think it would be naive to think that by day 0 or day 120 that tactical battles will be the end all be all because there is just so much one can do with this area and it's not something that should ever be considered "finished".
edit - del.
That's what I get for writing in the morning. It should say "at least once". The point isn't that everything has one attack, but that you don't move one square and then can't attack at all despite having AP left. (Thanks DeadlyShoe, I'm glad someone got it! )
i imagine that stats on items are very temporary and will change following the development of combat system
My 2 cents...
I don't want ranged units on foot to move and fire on the same turn. Fast ranged units should be able to move and fire.
I like unlimited counter-attacks. But I'll settle for limited counter-attacks if Stardock adds an AI routine that can exploit it.
Great suggestion!
As for the case of units with a combat speed lower than 1, you could have attacks and other actions consume AP's from the next turn. So for example an unit with 1 move and .5 combat speed could attack an adjacent enemy, but it would not be able to do anything in the next turn. You do create another issue with this sollution though, because it would only be logical to allow the same thing to apply to units with a combat speed greater or equal to 1. A unit with 10 move and 1 combat speed would then be able to move 9 tiles, and still preform an attack. The next turn, it would only have 1 AP left, so it could make 1 move, or attack again, using up AP´s from the next turn.
Hmm, the more I think about it, the less I think this would be a bad thing. But it would look very messy, when most units will not start a turn with their full AP´s.
But still, I really like the idea. It would also allow for some great special abilities that could be used in combat. Just off the top of my head:
Oh...sorry, I misunderstood your post.
I'd like to see coordinated attacks between multiple units as mentioned in this thread.
I'm also curious about how you plan to have tactical battles actually look. I would assume the current model is just filler until something more polished is implemented. Might I suggest making a partially dynamic battle sequence for the visuals of an attack and counter attack. This would create six visual categories of battles.
1 vs 1
few vs few
several vs several
many vs many
1 vs many (same visuals for 1 vs few or 1 vs several)
few vs many (same visuals for few vs several or several vs many)
The dynamic portion of the visuals would only require that the same exact sequence isn't played out for every single battle. That is one thing that always bothers me in games. I hate it when every single attack or death looks the same. Although I would take a single well done sequence to what you see in most turn based tactical combat.
I would think this could also be a solution to your problem with creating distinct combat animations for the numerous combatants in Elemental. Some creatures would still require some special attention of course, since a dragon or spider wouldn't fight the same way as a soldier but I think this is worth some consideration.
Yet what move are we reffering to? The Overland map move? The one that would be improved by increasing logistics? The organized units will also run faster? Things like catapults that once packed move as fast the horses can carry them will speed past pikemen while in combat.
I say we separate in-combat and overland movement since they depend on completely different things. And AP/Combat speed simply means that you get Combatspeed attacks per turn, and that they cost according to that amount to use. It would work if you have one attack, but what if abilities and everything else would cost differently? That to summon 10 skeletons might take longer than to summon 1. This would mean that to determine how much we have to use to summon we now have:
AP/CombatSpeed * CostfFactor or likewise.
I would vote for a system of CS = AP and movement costs depending on how you move.
Attacks/Spells/Abilities cost depending on which one you choose, and if you select something that costs more than you have it will carry over to the next turn*
*This is how it might be done, It will make some battles longer, but should work. I don't think I can summarize what I think but I will give some hard situations:
We have a mage that wants to cast Large Fireball +666 on the enemy, it costs 15AP. On turn one, he moves behind a knight for protection for 2 AP and only has 3 left. He then starts casting the spell. The spellcounter is now at 12, on the next turn the melee guys duke it out and he casts the counter down to 7. The next turn to 2, and the fourth to 0. He can then cast the spell, and poof, everyone dies. HE will also have 3AP left to use on turn four.
We have another mage that wants to cast Large Fireball +666 on the enemy, it costs 15AP. On turn one, he moves behind a knight for protection for 2 AP and only has 3 left. He then starts casting the spell. The spellcounter is now at 12, on the next turn the melee guys duke it out but fail and an enemy comes close to the mage. The mage moves 3 steps away and since Large Fireball +666 is a strong spell, the counter will reset. He must now try to cast it from the start.
A knight wants to hit a speedy halfling. He has a 2 meter long Zweihander and he wants that halfling skewered/split. He has beefy armour and well that sword, so he has 0.5 AP. An attack costs 1.0 AP to do. He starts to attack, and the counter goes down to 0.5, the halfling now gets out of range so that the knight must restart. The knight gets angry and uses the special attack "Punch" that only costs 0.5 AP on the halfling, the halfling is staggered and will move slower for 2 turns. THe knight now moves the counter to 0.5. The halfling tries to escape but lacks enough movement points. The knight executes his attack and therefore the halfling.
Last one now mates, Another knight wants to hit a speedy halfling. He has a 2 meter long Zweihander and he wants that halfling skewered/split. He has beefy armour and well that sword, so he has 0.5 AP. An attack costs 1.0 AP to do. He starts to attack, and the counter goes down to 1.0, the halfling now attacks the knight who has no AP left to counter, and then moves out of range. He does this until he lands his critical and the knight perishes since he forgot to punch the jittering halfling in the face. (He shouldn't be 1v1 on the knight, and the knight should remember how to fight.)
I'd like to suggest a system that incorporates some of what's already been suggested in this thread, while also incorporating some changes to make weapon type matter more and deal with some of the issues that have been raised regarding the usefulness of essence to melee sovereigns.
Action Points - Each unit gets a set number of action points to spend during their turn. The number is species-dependent, but unrelated to training or armor. I'll put base numbers in for this entire post, but they're only for illustration purposes and would be changed to achieve good balance. Let's say humans get 50 action points per tactical turn, trogs get 60, urxen get 40, dragons 100.
Action cost - Every tactical option would have a base cost associated with it. For attacking with a weapon, it would be based on the weapon type. For magic, it would depend on the spell you were casting. Each special ability would have its own base cost. Movement base cost would depend on the characteristics of the square you were moving into (i.e. forest, mud, plains). So, if you wanted to hit with a dagger, it would cost 10 AP, a sword would cost 15 AP. Moving into a plains square would cost 20 AP, moving into a forest square would cost 25 AP.
Some abilities, spells, attacks would be usable to retaliate during your opponents turn, provided you had researched the necessary warfare technology to entrench, retaliate, riposte, whatever, and provided you had ended your turn with enough AP remaining. So, a unit who chose to entrench and spend no AP in a turn could retaliate against more attackers than a unit that had moved across the board that turn.
Modifiers - Here's the part where things get interesting. Each action cost is subject to modifiers based on the unit's statistics. So, each additional point in dexterity decreases the AP cost of all edged weapons by a percentage. Strength provides a percent discount in the AP cost of using edged weapons. Intelligence decreases the AP cost of spellcasting, so more intelligent mages can cast more spells per turn. Movement speed provides a percent discount in the AP cost of movement.
So what about essence, which has been previously useless to non-casters? Essence provides a percent decrease in the AP cost of everything, after all other modifiers have been considered. So, now there's a reason for combat sovereigns to keep their essence, because as long as they have it, they move farther, attack more times per tactical turn. It also provides a reason to imbue combat, non-caster heroes, because they're better, more heroic, special, even if they aren't casting.
Weapon choice becomes more interesting as well, since there's a compelling reason to sometimes want to be able to mount several small attacks against multiple opponents versus one huge hit with a huge AP cost.
Armor could also be included in this system as a modifier, where heavier armor provides a % increase in all AP costs.
All of these calculations should be invisible to those who don't want to know the math, they just know that each action on the combat field has an AP cost. It allows you to have fast cavalry because of their movement modifier, but they can only attack more often if they are also dexterous or have fast weapons. There's only one stat for players to track, which is how many AP each unit has left that turn. It would be useful to have a button to allow a unit to save a set number of AP at the end of the turn if you're trying to save enough for a specific retaliation type.
Oh, three other things I forgot.
Horses or wargs or other cavalry would increase a unit's movement rate and thus their modifier on AP cost of movement in tactical combat.
Flying units would have a flat AP cost of movement into any square, no matter the terrain.
An additional interesting wrinkle would be that controlling multiple shards of the same type would act as a % modifier on the AP cost of casting associated spell types. So, if icebolt costs 10 AP to cast at baseline, it only costs 9 AP if you control an ice shard, 8 AP if you control 2 ice shards, etc.
Having different attack costs for different weapons and having each stat modify AP cost feels like things would get really complicated really fast and it would be difficult to remember how many attacks you can make for each. It's not good to need a spreadsheet just to figure out what kind of a get up is good for a unit and it would be a pain to balance.
The system needs to be relatively simple so that any player can understand how much a unit can do in a turn and why.
Basically, each unit would have a Certain number of Action Points.
Each time you select an action, the UI tells you how many action points its gonna use.
for the most part I should think casting a spell would use all your action points ... unless you were wearing Robes of Concentration or something.
Each magicy Mystic or Concentration item could make Casting spells cost less action points (by increasing the denominator)
While attacks ... maybe we should have attacks costing half your AP be the Standard. (at a finesse of 2 starting) where finesse is 1 + your combat speed
Meanwhile AP ... perhaps default at 2. (1 + speed)
I'm going to make a case against Action Points. Bear with me.
Let's say we have an X-Com or Fallout type action point system. Have you ever done an Aimed Shot and Snap Shot to maximize the number of shots you could do in a turn? Think about what that would look like in real life, to carefully line up a shot and then take a completely un-aimed shot. Now, making two snap shots makes sense to me, or one aimed shot, but a snap shot and an aimed shot does not.
Now let's go back to medieval combat. You step forward, hit a guy. But you have action points left, so you simply walk away. On a small scale that makes sense, but in unit-to-unit combat it's really sort of strange. Maybe a group of skirmishers can do something like that, but I think most foot-troopers would be more likely to dedicate themselves to the fight. Not to mention if it was real-time the defender would most likely choose to pursue the guy has he retreats.
The fact that unspent actions point are wasted is kind of annoying, especially when you'd want to, say, spend 2 action points starting an aimed shot and 3 your next turn finishing it.
It's not as though this is an insurmountable problem. But, for the effort of balancing it right and avoiding these bizarre situations I'd simply want a good standard action/movement action system, that I just think is much more simple.
There's a reason I don't think this would work very well. That is, some creatures, like zombies, golems, and constructs might be slow on the tactical map because they don't move very fast. However, they also don't sleep, and they don't stop to eat, so there's a good argument to have them go at a decent overland speed. The one problem would be you might get horse/golem armies traveling real fast across the strategic the overland map. This might be solved by giving non-living troopers a travel bonus only when exclusively traveling with unliving kin.
That's the joy of computer games, though. The computer is doing all that calculating in the background. From the perspective of a player who doesn't care about min/maxing, all of the calculations are invisible. Weapons already influence attack speed. In my opinion, using the stats that already exist to modify tactical abilities makes more sense and is more flexible than having another stat which effects all tactical abilities, whether movement, magical, or weapon use.
From the perspective of your "any player" all you'd see is: OK, my unit has 50 AP this turn. Moving 2 squares costs me 40 of those AP (cost of moving to a square would appear with the cursor when you moused over that square). Attacking with my dagger costs me 10 AP, your "any player" knows this from the actions bar, which lists the AP cost of each action. So, I can move two squares and attack this turn. Alternatively, I can leave my unit in this square and counterattack with my dagger against up to 5 attacks on my opponent's turn.
The other thing I forgot is that morale would also act as a universal modifier, like armor and essence.
i like spitz take on AP, it is similar to my own idea of it posted earlier. if you keep the base combat speed the same and have it unaltered then have things(weapons, armor, spells etc) modify that AS you use your attack, move, cast commands this would be very deep. as far as keeping it simple, simply have a small screen that shows how many you have left for each action, attack, cast, move etc.
Why we have AP, and how it used at its best:
AP is a way of measuring how much time we would have to do an action, and is a way for units with different general speed to not act the same. One common tactics method is for everyone to have 1 attack, but different move speeds, yet AP makes this much more different, because attacks can take varying amounts of time to do. The whole thing is iffy because we have a thing called turns. And since we have turns, everyone who isn't acting stands still. This is not at all what happens in reality, yet makes for a more tactical game since actions can be combined in ways they would not otherwise. One fix is to have abilities carry over into the next turn... yet this causes problems.
Because the target might have moved away, it might have died, you might have died, a lot of things can change. Yet AP carrying over is much more realistic than not carrying over. However, the most realistic implementation of AP is not fully turn based, and a lot more difficult to program and master...
Every unit gets AP over time, and can issue a move or an attack, or anything really, once they have enough AP. This makes even people with 0.1 AP useful. Triggering a CounterAttack delays the counterattackers AP gain. Some spells and abilites cost x AP rounds to finish, meaning that a 15 AP spell will be finsihed 15 AP rounds after it is started. During this time, it can be both delayed and stopped. Naturally it will be pauseable in SP but will be bad in MP.
The cons...
While a unit is charging its AP it will only be picking its nose... This can be fixed by a very complex and boring, but realistic engaging stance. (A unit doesn't attack, it engages others and will auto attack until you order it to disengage etc.)
It is not turn-based, yet it is still nearly as tactical but not the fine edge of real-time.
Bad in MP, since you can not pause and evaluate strategies... Solutions might be to allow pause in MP, to slow down the speed, or something someone with brains thinks of.
Can't think of anything else right now, but there will definitely be something more.
I kinda like this idea.
You can make "Sauron" units either by using high stats, or by using special abilities.
Here's how a special abillity Sauron might look:
Sweep - The attack hits three squares in front of himReach - The unit may melee attack one square forwardCleaving - Any time you kill a unit, you make one additional single-target attack against the nearest foe
If they stack, it means Sauron will be able to swing his mace and hit six squares in front of him. If he kills anyone, he gets a free auto-attack against anyone still standing. Boom! Six units go flying backward.
Assuming you don't want to do special abilities, and you really want the Action Point method rather than just spliting the stats into Movement and Attacks, how would Ashton's suggestion work?
Combat Speed System #1
1 Combat Point = 1 square of movementMaking an Attack = Total Combat Points / Weapon SpeedA unit with a Spear might work like this:
6 Combat PointsSpear 3 Weapon Speed
This unit could walk forward 4 squares. The cost of using his spear is (6 / 3) or 2 points. He can attack once.He could walk forward 2 squres. The cost of using his spear is still 2 points, so he can attack twice.He can stay in position. The cost of using his spear is 3 points, so he can attack three times.
What's the upshot? Give a spear to a unit with 9 combat points.
9 Combat PointsSpear 3 Weapon Speed
This unit could walk forward 6 squares. The cost of using his spear is (9 / 3) or 3 points. He can attack once.This unit could walk forward 3 squares. The cost of using his spear is (9 / 3) or 3 points. He can attack twice.etc.
What does this situation create?
Weapon Speed of 1 can attack OnceWeapon Speed of 2 can attack TwiceWeapon Speed of 3 can attack ThriceWeapon Speed of 4 can attack Four Times
And on. Basically, this suggestion creates a system where using a weapon always takes a set percentage of Combat Points, and the Weapon Speed correlates directly to the maximum attack. Sauron is possible because you give him a Combat Point of 6 and a weapon speed of 6, or 7, or 8 or whatever. So long as you round the cost up you always get up-to Six attacks, or more. He can't cross the battlefield.
By contrast you have a unit with a Combat Speed of Twenty, but he is using a lance with a combat Speed of 2. He can cross the battlefield but will only get two attacks. Even making one attack takes 10 combat points from him.
It works and it can be balanced. Does it do what you want it to? It also has limitations. What if you want to give a bonus combat speed point to someone as a result of a unit stat? If their weapon is normally a 1, it doubles their attacks. If it is normally a 5, it does much less. Basically weapons have to be locked to a specific combat speed, which is great if you funnel the stat bonuses elsewhere.
I'm going to go back to advocating for Special Abilities now. Numbers are not exciting.
Special abilities are. Things that shake the battlefield up and add interesting, real, physical dimensions to the game are interesting. Throwing a grease spell out and then dropping a fireball on top of it for a burning patch of napalm is fun. Having your troops charge forward and smash into the enemy ranks and push them back a tile is fun. Having an ogre use his clumb to knock infantry off their feet is fun.
There's dozens of effects you can do with spells alone. Spells should interact, formations should matter, cover should matter, high ground should matter. If it's just a bunch of dudes on a map with X attack and X defense standing around like Final Fantasy characters while they wait for their turn to weakly thrust their sword in the general direction of the enemy, then going back to idling until their turn rolls around, that's not really fun or engaging.
Agreed.
In terms of tactical combat, I really think AoW:SM had it done well. Had cover, high-ground, movement penaltys by terrain or spell...
And takes care OK of the retaliation without abusing...
pedroente, how did the AoW:SM system work?
Units had a "moves" stat. Moves used the same number overland and tactical. Numbers ranged from say 12 for a very slow unit (like a zombie) to 40 for flying dragons or calvary. The highest possible was 50. The base movement cost is 4, modified by terrain and abilities (less on roads or with a haste enchant, higher in forests/caves/etc without abilities, flying units ignored all penalties except for one in mountains).
In tactical combat, an attack uses 1/3 of your moves (effectively the proposed system here with combat speed locked at 3). If you didn't move or moved less then 1/3 of your moves, you could attack 3 times. The map actually showed you when you picked a spot to move to by marking the path and color coding, green was 3 attacks, yellow 2, and red 1.
Counterattacks were handled the same way, using your moves from the next turn. So you could "lock down" a unit by attacking it enough times that it didn't have any moves left.
There were lots of abilities that could modify how things worked. Ranged units had "fire" abilities for arrows or cannons or whatever that could only be used once and consumed all remaining moves (in the proposed system here a combat speed locked at 1). First Strike let a unit always hit first, dual strike let a unit get two attacks per attack, and so on.
It was a good system. The suggested one is almost identical except combat speed can change, which is an improvement. But it's pretty easy to understand. CS 1 = 1 attack per round. CS 5 = up to 5 attacks per round, depending on how much you move. It's simple and intuitive, but also pretty powerful in what it lets you do (Sauron can be created, but you can also make Calvary that are faster without being able to attack 5x more then a ground unit for no sane reason).
edit - As for cover, there was LoS. Things like being garrisoned inside a city with a wall would block ranged LoS (but you could shoot out of it), and melee had to break down the door to get in the city. Melee could attack walls (with abilities like crush wall to boost damage or wall climbing to bypass entirely), and magic/siege weapons could attack walls directly. Trees and even other units provided similar LoS cover.
Definitely something like this (what Tridus posted)
of course ... we are all basically saying the same thing now (it would seem)
and also, each of us has their own caveat. I , for instance, feel that Overland Movement and Battle Movement need to be different. (even as we agree on Attack Speed)
For ease I'm replying to this post.
From what I'm seeing so far quite a few people (me included) are envisioning a system in which movement and number of attacks are seperate stats, but interact with each other.
The movement stat determines how far you can move (duh). The attack stat (weapon speed) determines how many attacks you can do by dividing your movement speed by your weapon speed. In the above example, weapon speed was static at 3 which resulted in a maximum of 3 attacks for units that moved less than 1/3 of their movement speed.
I like this system, because:
@Tasunke:
How much different would you like Overland Movement and Tactical Movement? I'm not sure that it is necessary:
I would say that if there is a perceived problem between Overland Movement and Tactical Movement, that would be because Tactical Maps are very small so far, and you start out only one square away from your opponent. Fixing movement differences between Overland and Tactical maps could easily be adjusted by either:
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