I have a suggestion for speeding up the turn based tactical battles.
All players to continue commanding units while the animations are playing out. How would that work? Would it mess up game balance? Nope. Just more fun and faster.
Currerntly. I click on my archer and tell him to move one square. I wait for the animation. I click for that same archer to attack once. I wait for the slow arrow. Click on my next unit. Wait for more animations. Do this over and over, for all my units. Most of the time spend just waiting on animations. The enemy units all move in the same fashion one at a time.
Since the game is turn based and our turn, then their turn based. Why not allow all the enemy units to act at once? They all charge forward slinging arrows and such. Much more dramatic. The combat internaly would still be the same just way quicker.
Players could click on one unit to attack. And while that animation is playing, click on a different unit to give the command to move. And while still waiting for the first attack animation to complete click on a third unit to give orders.
I'm sure this would work. And not effect game mechanics at all. The combat still goes in the same order as clicked, unless an target was lost, then the unit would wait for new orders. Would speed things up ALOT, and thus make it much more fun and viseral battles, while still maintaining the turn based prefection we all fought for.
Mostly I wish they would just speed up the animations A LOT. "I wait for the slow arrow." Don't you mean the really, REALLY SLOOOOOOW arrow ?
I fear that having all of either side's units move / shoot at once would cause targeting problems if they don't get tricky somehow. Everyone shoots at once, and then what happens to the extra arrows they shot at the first target after the first couple arrows kill him? Are the later arrows wasted or do they turn in flight to aim for the next target? Once they solve that one I like the idea.
Well, the computer side moves all it's units in one big turn. That is ALL the player units move, then ALL the computers units move. So the computer units could figure out all the actions with out animations in normal order, then just animate all at once. Basicly moving normally internally, but not showing any results until they are all figured out.
Like I mentioned the player could keep commanding units as the animations play out. And if a attacker looses a target that unit can just ask for orders again. Not loosing an action at all.
Huh, I really thought this idea would garner more attention.
The tatical combat is a painfully slow chore in Beta 4. And with out a big over haul it still will be in retail.
I have a feeling that many people have trouble understanding that the animation and game mechanics of combat are seperate things. It really would be easy to run the game mechanics as soon as the player clicks and then run the animations. As soon as the player clicked one command allow him to keep clicking orders. No issue of "thread out of order" type issues as mentioned above.
I think it good idea, you should spread it to somebody from developers. To Frogboy, for example
I think it would make it feel more like a battle field commander too.
"Bob, you take that wolf!"
*Bob starts charging club waving*
"Cindy, shoot that bandit"
*Bob reaches the wolf and engages* *Cindy lets an arrow fly at the Bandit*
"John, don't worry about the wolf, I think Bobs got it. Now charge that bandit!"
*Bob clubs the wolf putting an end to it* *Cindy's arrow strikes the shoulder of the Bandit* *Jonh hacks into the bandit with a axe at the same moment*
Bah, I can see how this works all perfectly in my head. Just hard to write and or dramatize.
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