The latest poll shows that people are very interested in us taking a new look at the combat system (https://www.elementalgame.com/journals)
One of the biggest complaints we have seen is that weapons are 1 D N where N is the max the weapon does.
While 1 D N is the same system GalCiv II uses, the difference is that in GalCiv, a ship might have many weapons which would tend to equalize the overall damage.
Simply put, there is too much luck involved in Elemental's combat.
The purpose of this post is to discuss other ways combat could be done. What suggestions or preferences do you have AND how would you communicate (visually) to the player how such a system would work?
I am a long time Gal Civ fan and day 1 WOM buyer who has literally never posted on here before, but I need to throw this out there, because I want to help this game get to where I really think it can. Tightening up the damage range is an obvious fix, as is raising champion HP (or even better letting them lead squads of troops, but that's a bigger change), but there is one thing combat really needs - SPECIAL ABILITIES!!! Make combat more than just a simple addition and subtraction game. The proper use of special abilities, rather than just adding attack values up, is what makes a strategy game strategic.
This actually ties in to my main problem with the game - For something that is theoretically a fantasy game, WOM isn't nearly ... fantastic enough. The mechanics could use a little fine tuning, but they're honestly not that bad. Right now, I think the game isn't that good because there's just not that much that's really cool or fun or different about playing it. You can't really train any cool units, there aren't really any cool spells, etc. Where are my griffon riding archers who can fly across the map, my frogmen units with a tongue slurp attack, my basilisks with a stoning attack, my giant walking mushrooms with a fungus attack, and so on and so forth. This awesome unit creation system, something I thought would be so cool, is basically wasted because you're just building a bunch of identical units with higher numbers for attack and defense. The exact same argument applies to spells, none of them are particularly interesting or fun to use.
This is a fantasy game. Make it fantastic. You don't need programmers to play with numbers, you need writers and artists to come up with assets the players have never even imagined that can be used in the unit designer.
I also really like the idea of having a visual display of hit and damage estimates. This is a great help in Civ 4 when two stacks are battling; you can select each of your attacking units and see exactly what their percentages are compared to each of the enemy units before you make your first move. Being able to see the variety of bonuses that are coming into play and how they affect the percentages is also really helpful. It's really hard to develop strategies when you don't know how the mechanics work, such as which armors are strong against which weapons.
I hardily support more information displayed in-game.
Just few things
If you want to make Heroes more important on tactical battle, just avoid HOMM Style battle, as they always make the heroes chickened and hide on the back of other units. Plus, if they died, just make a system that allow them to ressurected. But of course, level 1 heroes will always died and can't be called back, as they are not heroes, but wannable heroes.
I think that adding more statistic on unit is not a wise idea. Why not just use the current statistic that we have in the game instead? By change it's nature to make the game more fun and exciting.
About the strong and weak point, Elemental has already Cutting and Blunt Weapon. So instead of adding / change the nature of these existing weapon, why not just add some property to them.
For example : Cutting weapon is strong against Light Armor, while Blunt Weapon is strong against Heavy Armor.
Light Armor : Leather Clothes -> give less def, but keep the mobility intact
Heavy Armor : Padded Armor -> give more def, but decrease the overall speed of the unit. So it will not only decrease the tactical manouver of the unit but also decrease the mobility of the unit on the strategic map.
Then we have pierce weapon (bow, spear, javelin) that strong against these two type of armor but weak against the shield. While shield limit the unit to use single handed weapon (Shield should give little boost the the def, but more def to pierce attack)
Then we separate the one handed and two handed weapon. One handed is always has less damage but can equip a shield, while Two handed has greater damage but will make the unit vunerable to arrow attack.
By this config, we have already several different purpose units that matter not only on tactical battle, but also on strategy map, without even change the core of the game itself
Then we have this other kind of combat method : Magic
Magic is strong against everything. So to fight a wizard, you need a wizard. Give several defensive spell that give the units capability to stand against a rain of fireball. It is just natural for magic to be strong as wizards in Elemental are rare breed.
This setting is true to the historical battle. As cutting weapon (sword) is better against light armored opponents, while blunt weapons are better against heavy armored ones. That's why knights in medieval era love to use mace instead of sword in the battlefield.
Spear is a pierce weapon. No armor can stand against a pierce attack. That's why people use shield to avoid the damage from this weapon.
Well, the trick here is you can cheat to make it non complex.. Again taking from MOM, instead of having 'lightning resistance stat', you just have every unit take normal damage from lightning. A very few units just have a Lightning Resistance ability which significantly reduces damage taken from lightning.
Agreed.
Here's a partial repost of something I wrote int he Tactical Battle Evolution thread, for brainstorming combat abilities:
Long Reach: Unit attacks first on defense, except against other units with Long Reach.
Agility: Unit gets 3x Combat Speed added to Defense against melee attacks.
Shock and Awe: Air spells cast in combat reduce enemy morale.
Shield Wall: Unit gains minor boosts to defense when used in large squads.
Volley: Special ranged attack: Requires all action points, but any casualties inflicted reduce enemy morale. (Alternative: Reduces target action points by number of casualties inflicted.)
Grim: Unit never retreats.
Berserker: Unit automatically casts Berserk after taking damage.
Tempest Warrior: Unit has partial immunity to battlefield-wide spells.
Stunning: Melee strikes by this unit drain enemy action points.
Overwhelm: If this unit inflicts more damage than it receives, the defending unit is pushed back one tile, displacing in turn any other units behind it. Displaced units lose their action points.
Heraldry: Gain Morale and Combat Speed bonuses if a faction Champion is present in the battle.
Intimidation: Units attempting to attack this unit are required to make a morale check first.
Skilled Rider: This units combat speed is improved when riding a mount. (Faction trait?)
Adding to the discussion--how about the implementations of parties/armies+?
I am a little confused on how these are to be incorporated properly via physical properties; for instance, if one soldier takes up one tile, then how is it that additional soldiers cover the same amount of ground? via hex tiles, that is. Currently, a single object can be attacked from 8 sides. Would it be easier to implement a larger object that has additional tiles to be attacked from and removing parties/armies+? Seems it would also be a fair bit easier to balance on a unit by unit basis.
I may be missing a piece of the puzzle, though--perhaps it is intended that a single object, dragon for example, can take on a company of men? Do armies/parties have some sort of upgrade path or future plans? They seem expensive to both create and seem to be retired relatively quickly, especially when advanced designs can be created at a rapid pace.
Unlike many people I've seen on these forums, I've been surprisingly addicted to Elemental since I bought it. Granted, I'm new to 4X games, so I don't know how many of the staples that Elemental may or may not of hit in terms of making the 'right' 4X game. What I can say is based off my opinions with other strategy games and role-playing games. As a whole, I find Elemental very fun, but in some aspects it is extremely convoluted and others it is rather simplistic. The tactical combat is an aspect I feel isn't as fleshed out as it needs to be. My following suggestions and observations may have been repeated more than once on these forums, so if I'm being redundant, forgive me and just assume I agree with whatever that person said, when they said it.
My suggestions are as follows:
- Retain the rolling system but spice it up with certain weapons having a narrower hit range. An example of this would be longbows do a mininum of 4 damage out of a maxinium of 12, or warhammers doing 6d18, ect. Also add the possibility of critical hits, such as headshots, ect.
- Add more tactical value to formations. Right now there's little point to put your forces into any formation beyond blocking an entire map location. There should be a bonus to morale for the formationed unit and a penalty to any units approaching the formation who are not accompanied by other friendly units. Furthermore when taken with the next suggestion this would give a reason for doing so...
- Add line of sight. Archers behind a line of infantry shouldn't be able to pick off units unless they're elevated. Archers behind a line would have to fire their arrows at an arc to avoid hitting their own troops and therefore should receive an attack penalty when doing so. Also allow obstructions to hinder line of sight so you can hide units in forests, behind buildings, or even behind formations. This would allow for ambushes which lead to...
- Bonus damage positions. Locations where you are 'hidden' should provide a bonus to attack so units can perform ambushes and sneak attacks. This would also work in regards to actual combat when units attack with...
- Flank damage. Units being attacked via the flanks should receive a defense penalty and therefore require you to position your units where their flanks aren't exposed, further emphasising the importance of formations and unit coverage. In order to do this you would need to be able to...
- Change your unit direction. This is a rather simple addition that would allow more control over your formations and units. This would allow you to create custom formations and setup flank attacks while at the sametime combating enemy flank attacks. All of this would help the battlefield come alive, but it doesn't matter if visually it seems look stale. Therefore...
- Make the battlefield more visceral. I don't mean chopped limbs and assorted gore, but allow corpses to stay, add physics to weapons blows, ragdolls to units, and more varied sounds for combat. Large units should toss little units around if they hit them for an extreme amount of damage, whereas a couple of knights slugging it out would just collaspe under their own weight when defeated. Make the battlefield look as good as the tactics with the tools already available. Ontop of this, a larger battlefield would allow you to exploit all these changes, so...
- Increase the number of units allowed per tactical battle. I've heard that this was changed due to mape sizes. Why not increase tactical map sizes? If that cannot be done, why not allow reinforcements? It seems to me that one of the draws to Elemental is its epic scope, so why are battles barely skirmishes?
Lastly, in regard to elemental resistances, I think in general it is a bad idea. The concept of elemental resistances only functions well if it works on very specific units, such as... Elementals. Only creatures of an elemental nature should receive these bonuses, not human beings. While there are mild exceptions, most humans have the same tolerances for getting cut open with a sword as they do being set on fire. Therefore, while it may look and feel drastically different, the damage type is still mortal to humans. So the only need for an elemental resistance system should be so that fire elementals cannot be hurt by fire and the like. There could be a case made for certain equipment allowing heroes to have elemental resistances and I would agree with that if it was suitably rare. In my experiences, however, most RPG games go too far in this aspect so that elemental resistances are either too powerful, or just one part in shrugging off spells so as they're not used at all. In my mind, as Elemental is a game where magic is rare and powerful, so too should the counters.
Anyway, those are a few suggestions from someone who probably doesn't know what he's talking about. Take from it what you will.
1st. Let units move in initiative order (not the I go you go system used now). Let initiative be a random factor + training bonus + armor factor + amy leader bonus if any.
Example:
Talent - Expert Tactician - +2 initiative to units in the army commanded by a champion or sovereign with this talent.
Expert Unit gets +2 initiative bonus due to training.
That means that an expert unit commanded by Sovereign with the expert tactician talent is more likely to move before an untrained peasant militia unit lead by a champion farmer.
2nd. Give units access to tactical actions based on their training (or army commanders)
Example: Peasant Unit might choose Withdrawal - and thus withdraw 1 tile if an enemy unit moves to attack it.
Example: Expert unit might select Withdrawal, Shield Wall (defense bonus). Charge (attack bonus, defense penalty). First Strike (chance to strike first if attacked, -2 movement penalty), or form square (no morale check if attacked on flank, but suffers -50% attack rating and can't move that turn).
Much like a fire or stone elemental can elect to use one of their magical attack powers let normal units select a tactical action if they wish.
3rd. Line of Sight - let a player view only units that are in their line of sight. Terrain and magic could affect this (i.e. Water Spell - Rain Storm reduces line of sight for all units to 3 tiles). You can't see units that are on the inside of a a city wall, but they can see out.
4th. Add bonuses for flank and rear attacks. Perhaps, the defender needs to make a morale check to avoid panic if attacked from the side or rear.
Note: A unit attacked from the side flank suffers a -25% morale penalty, a unit attacked from the rear a 50% morale penalty.Note: A champion or sovereign can use his action points to rally a unit in panic.
5th. As suggested above, make weapon and armor choices count. Perhaps a seperate initiative rating to control which unit moves when and a strike rating to decide which unit makes the initial blow when combat is joined.
Example: Unit with armed with dagger attacks unit armed with spear. Spear equipped unit has a chance to strike first due to its longer reach.
This gives the players real choices to make when constructing units.
6th. Let armor and mounts affect movement. Currently a unit on a mount moves just as far as a unit on foot. A unit in heavy plate moves the same distance as one in leather armor. Let lightly encumbered units move faster.
7th. Make the battlefields bigger for larger engagements and add terrain that really affects the battle - i.e hills that block line of sight, a river, etc.
8th. Allow players to rotate the battle field. Currently some units are blocked by terrain.
9th. Allow units to save a standard deployment layout for each army and let the computer use this when placing the units on the tactical battlefield map.
10th. Allow Mana users an option to choose cast counter magic (cost 2 mana). I.e. A magic user choosing this loses his action points for the turn but increases the chance for an opposing magic users magical attack to miss/fail. The chance for this to occur would be based on what type of elemental magic the magic user prepared to counter the opposing magic that the enemy casts. (i.e. fire, water, air, or earth).
Example: Sovereign A decides to stand ready to counter magic with Fire Magic. Fire against Water is highly effective - +50% miss chance; however, against Earth this has no effect. On the other hand water magic is more effective against Earth Magic (water can move rock) and Fire Magic and less effective against air magic (water conducts electricity).
Thus this is a game of rock/paper/sissors if you choose to counter an enemy's magic during battle.
Water vs Fire - +50% MissWater vs Earth - +25% MissWater vs Air - No Effect
Fire vs Water - +50% MissFire vs Earth - No EffectFire vs Air - +25% Miss
PS: From this list I would start with;
These are all good points.
I doubt that would ever be under consideration, seeing as your sovereign being an active part in battle is such a huge part of the game. The mentions to a HOMM style I and other have made is because they are very similar systems, and a few things HOMM did right could apply to Elemental. Not implying a cut and paste since they aren't the same game, they just use the same template for tactical battles. My hero being a passive player in HOMM is one thing that always bothered me particularly the less magic oriented heroes in those games.
thought of another thing for Sovereigns. Summon spells during combat.
I think we should try to focus on the basic mechanic before adding tons of stuff to it, so I'll just stick to these:
At the moment the biggest problem in my mind is the 1D roll on defense. As it is, you'll never be able to have a melee champion or sovereign. The reason is simple, one bad roll = dead (especially since ATK is many times more than HP in most cases). Defense has to either be 100% straight reduction, or a % of damage mitigation, or both, one value for straight reduction, and one for mitigation. This can depend on the type of armor, so that plates are good at straight reduction, leather are good at mitigation, etc. That will make the choice of armor important instead of wearing plate on everything. In the end though, the most important point is that if you want the game to be about strategy and not luck, you have to be able to figure out if you can survive a hit. If you can't figure it out, you have to not get hit, this is why all player champion/sovereign are using bows/spells, and all the AI's are... well, dead.
The number of dice rolls for offense is less important because you can conceptualize it as a complete miss, a glancing blow, a half hit, up to a full hit doing full damage. It would be nice to have a bit less randomness, but it's not completely necessary. One of the thing that you could do is make the dice roll a value for each weapon (instead of straight attack). Thus, you can have weapons like axes with really high ATK still use 1 dice, and have it represented as strong weapons, but hard to wield/hit with. Then have weapons like swords use 2D rolls with less ATK, representing an easier to wield weapon that does more average damage. Daggers can use 3D rolls with least ATK... etc. This will go a long way in giving flavor to the various weapons types, giving choice for the "ultimate" weapon, and thus giving some real value to unit design (IE: if you don't like random damage? Use daggers, etc). You can also expanded this further to make the factions unique by having certain faction preferring certain types of weapon (Gilden prefers axes, Altar likes swords, etc). Aside from just that, if you have the dice roll as a modifiable value for each weapon, you're looking at some kind of holy grail for a lot of mods.
I understand combat speed/initiative is getting an overhaul already, so I'll wait for the changes to comment.
I like the general feel of (physical) combat the way it is, but there are a few tweaks that could definitely take it to the next level. I admit that the mechanics I favor may not be everyone's cup of tea, but I appreciate having the opportunity to throw some of my ideas out there to see what sticks with the devs and with the community. I expect to continue enjoying this game for years, and the chance to offer input on its growth is awesome.
First of all, let me get my gaming bias out of the way: the majority of my gaming experience (as a player and as a creator) comes from MUDs. I have also logged many hours playing TBS games, RTS games, RPGs, and console platformers, but I generally have no clue how the actual numbers of their combat systems work.
Combat in a MUD tends to be coded/designed as a one-on-one conflcit, which is how each attack in a tactical battle basically plays out, so I think that some of the combat systems from that world can be applied here.
My first observation is that it would definitely help to separate to-hit and to-damage rolls. When the game tells me that all 4 of my longbow archers missed a lumbering Drake or Troll two tiles away, I tend to say unkind things to my computer about how that's not entirely plausible. In that case, it's really more fun to be told that they hit for 0 damage than that they (all) missed. Also, it makes for some more variety in a battle when sometimes you miss (e.g., because you're shooting all the way across the screen), and sometimes you just don't hurt them (e.g., because their armor deflects the blow from your dagger). It also gives some depth to weapon selection if there is a trade-off between accuracy (to-hit) and attack strength (to-damage), and it opens up the issue of losing accuracy when a character with low strength tries to wield a heavy weapon (like a Claymore or war hammer) instead of just having a damage penalty. For that matter, it can give depth to armor because agility (based on the dexterity score, dodge bonuses from armor, combat speed, etc.) could impact accuracy as well as reducing your enemy's to-hit roll.
The second thing that jumps out at me, which I learned from designing weapons for MUDs, is that 1dX damage rolls aren't any fun for reasonably powerful weapons. Unfortunately, it's just too random, and players expect their sword with a nominal attack value of 12 to generally do something close to 12 damage. Since 1dX gives an equal chance of 1 damage as 12 damage, it tends to leave unhappy players. There are a couple of options to make this work better. To get X nominal damage, you could go with 1d(X/2)+(3X/4) to get a roll from 3X/4 to 5X/4 (75% to 125%, 9 to 15 for our sword that does 12 damage). That makes it a little bit better, but I think it is still too random.
A better plan would be to use multiple dice. This is one thing that made multi-weapon ships in GalCiv2 much more fun than ships with a single more-powerful weapon: they have much more consistent damage rolls because they're rolling NdX (where N is the number of weapons, and X is each weapon's nominal damage) instead of 1d(N*X). Also, if I recall correctly, this mechanic was used to balance multi-soldier units, so a squad in E:WoM 1.07 does 8dX damage. As for how to display this to the user, I would either quote a range (min and max if they're meaningful, inter-quartile range or possibly +/- standard deviation if that makes more sense) or the average. Going with NdX dice in a weapon (or NdX+B where B is just a to-damage bonus), I would just display the average on the UI where the maximum damage is shown now. This allows the actual dice (and therefore the distribution of the results for a given weapon) to be adjusted by the devs to get the best game balance without necessarily changing the nominal/average damage of the weapon.
As for defense, I would consider rolling something like 1d(3X/4)+(X/2) so that defense is randomly 50%-125% of the armor's rated defense value (or some other range that makes the game balance fun, even if that is simply 100% of the armor's rated defense value with no variation), but using multiple defense dice is definitely a viable solution as well if working with two normal distributions (and even more calls to the random number generator) is viable from a performance and design point of view. One big thing though is that late-game units either need to have fewer HP, or average attack rolls should be significantly higher than average defense rolls to keep late-game tactical battles from dragging on forever.
In this system, basically, a single attack (or counter-attack) would have the attacker roll to-hit (e.g., success if 1d100 < attacker's to-hit% stat; display "Miss!" on a failed roll), have the defender roll to-dodge (e.g., success if 1d100 < defender's dodge%; display "Dodged!" on a successful roll), and then roll for attack (i.e., damage) and defense (i.e., damage mitigation).
In my opinion, the best way to simplify all of this into a good UI for the player was suggested by Phazon88: display a tooltip when you mouseover an enemy unit showing your %chance of hitting and your average damage predicted for the attack. This could be near the cursor, or it could make use of the little box that already pops up to show terrain defense modifiers.
Thanks again for giving the community an opportunity for input on such a key part of the game. I look forward to seeing where you guys take it from here.
PS. I'm not sure if the E:WoM dice are [0,X) or [1,X], so please forgive any off-by-one errors in my math.
PPS. I also apologize that this post got long-winded and a bit rambling. It's been a while since I thought much about combat mechanics, and I don't have the dice-roll analysis tool that I wrote on this computer, so I can't give any good multi-dice examples right now. If there is any interest, I could look at some potential damage dice for the game's current weapons another time.
My preference would be for a MOM style calculation, with action points calculating the number of attacks available to a unit or unit set.
Attack strength was the number of 30% chances to hit. Attack 9 meant 9 such chances. A 4 unit stack would have 4 x 9 such chances.
Damage would be a rating that would be the damage per hit. A 4 person squad with attack 5 training (note: training defines attack strength, weapon class defines damage) and shortswords doing 3 damage would on average deliver 4 x 5 x 30% = 6 hits for 3 damage each, or 18 points.
Defense gives the number of chances at 30% the defender has to block one hit. With action points in the game, defense should be convoluted with that. A defense 8 defender would then stop 8 x 30% = 2.4 hits. Let's say they block 3; so the damage is mitigated to 9 points.
Resistance to specific attack types changes the percentage chance to block. Weaknesses do as well. Magical attacks increase the percentage chance of hits of that type.
Maybe an interesting thing to do would be to give a defender the ability to choose how to defend, once attacked. If you're willing to burn action points, you can parry an attack, and reduce the number of incoming hits (like defense rating), or you could choose to eat the hits, hoping to dish out more damage on your attacks with your retained action points.
I think changes to the tactical combat need to be slow and methodical. There are alot of ideas in this thread about how to change combat, but few actually address why the tactical combat is both boring and fundamentally lopsided. There are the things that need to be address before actually moving to make serious tactical changes to the game.
One of the biggest complaints, the 1dN system is how random the system actually is. Most people feel like if a weapon has a range of dmg from 1 to N then it should be reasonable to expect a majority of the dmg to be around N/2. This idea is more of a bell curve of damage output instead of the random distribution which is currently seen in Elemental. I believe simply making any dmg system which has close to a normal distribution would be more fitting. Perhaps, doing 2dN and taking the average, which would move closer to emulation of a normal curve.Personally, My biggest complaint is about the fundamental imbalance of summon creatures/champions and normal units. The Sovereign and the other champions allow for a very specialized upgrade path where they can be min maxed to optimize their combat abilities, while normal units have a linear upgrade path and only two options for tactical combat, move and/or attack. Even if there were to be multiple damage types like in galciv2, the summoned units would still have those two abilities as well as a host of special abilities which are fairly powerful. If you look at a stone giant, he has high hp, good att, good def, and can cast that spell rain of stone for a 3x3 aoe. Even a unit of 12 lord hammer wielding dudes would still have to take a hellish beating from these super attacks before even being able to attack, and even then would have to put up with a counter attack. If combat is to be "fixed", it is this imbalance that needs to be righted. Even if you can to initiative based combat or fix the 1dN problem, this imbalance between these two types of troops mixed with the ease to which both type are to accumulate makes this problem far more dire.
i think at its base the combat should be set up with
att vs soak : mean attack hits, units soaks up some damage(based on armor and whatnot) and the rest passes through.
att vs miss(better chance with higher combat speed): mean attack completely misses.
damage rules: modifiers, modifiers, modifiers. look at d20 rules for great results. you have a base damage thats modified by other other things(spells, str, weapons etc) so if a weapon does 1-6 damage that's fine but then add your modifiers on top of that.
short sword of fire: base 1-6, fire damage +2, str of 15 +2 = 5-10 damage. still a bit random, but atleast 5 PLUS fire damage(incase you fight stuff weak vs firedamage)
also i am not sure its in the game, but critical hits are nice, and a crit would also have a chance to lower morale because of heavy loses.
How big of a change are you looking to make?
I think an easy way to alleviate some of the 1dN problems is by changing the stat to an average. Instead of a single 1dN roll, how about an average of three 1dN rolls?
Let’s say your attack is at 1d50. People are getting upset when they do 1 or 2 points of damage due to an unlucky roll. However, if the stat rolls came up as “(2, 25, 39)/3,” the damage would average out to 22. This method would create a bell-curve average for damage over the long term. You’d still get low or high damage rolls sometimes, however, the standard would be something in between.
This system could work for both attack and defense rolls. It give players a rough idea of how their units will perform but it still leaves it up to chance what the actual numbers will be.
Other things I’d like to see:
Unique unit abilities should be implemented to a far greater degree. This would be a fantastic addition to combat.
I am in favor of different damage types (physical, magic, etc.) and corresponding resistances.
I’d really like to have the white barrier fog removed from the tactical battle screen. You’ve got landscapes all around you that could be implemented into the background. The white fuzz borders take you out of the game play experience, whereas a faint border line would serve the same purpose.
Additionally, I’d like to see the battle screens double or triple in size. With larger armies, there is very little room to maneuver on the current battle maps.
I do not like the 'attacker and defender strike simultaneously". I suggest to either base that on an initiative system, or to have the attacker go first most of the time (and have some weapon with the rule "defender goes first", either has an advantage - pike - or as a disadvantage -hammers.)
Aside from that, here are some of my opinions concerning tactical battles:
One important thing, IMO, is that the hit points of a standard humanoid should be high enough that a good weapon doesn't necessarily kill him outright if he's unarmored, and certainly doesn't if he wears a decent-to-good armor. This means that:
We need tactical positioning. There are several ways to achieve this, and maybe using several of the in conjunction can lead to an even more interesting game.
There are many other interesting points that have been made here, so there's no point for me to repeat them. So I'll just stop here and will say that I can't wait to see what tactical combat will become in the future...
O(N^3) systems
Suddenly, I feel less bad about my own O(N^2) data analysis code at work...
Oh, and don't go too far in the other direction when softening randomness. There are many good aspects to it, and the current system has its advantage: mainly, it avoids total immunity of later armor against mid-game weapons. Randomness adds a sort of excitement: that's what D&D has critical hits. They're fun, and taking out the troll with a giant blow will be a memorable moment.
We're in a non-deterministic universe, let the game be at the image of the world we live in . (Yes, that's a stretch).
Lots of good stuff here, especially reference to MOM-style combat rolls & chance-to-hit, requests for special abilities like 1st-strike, long-range etc.
I personally favor some form or magic resistance, whether MOM-style (just one resistance to all types) or AoW-SM style (separate resistances to fire, poison, etc).
Almost everyone seems to agree that combat is too random. I *guess* the simplest fix would be to take replace the single roll with the average of 2 or 3 rolls (as suggested above) or take the middle of 3 rolls (slightly more random, but I don't recall seeing it above). If you want weapons & armor to mostly perform close to their rated strength, you could even take the higher of 2 rolls.
After reread Mr. Frogboy post again, I realize that General Combat system is different than the Tactical Combat. In tactical Combat Idea, you can say about adding a lot of skills, make the weapon do dice roll, etc. But the General Combat System means that they want to overhaul the whole Elemental Stat Concept, if not the whole gameplay concept. is it true Mr. Frogboy?
So... instead of talking about the tactical combat, we should to talk about how should the general combat should work. From the weapon perspective, to Character's RPG stats, Strategy, etc, etc. Well, it is a very very radical change. The Elemental will become a very different game because of it.
If it is true that Stardock want to overhaul the game concept, then I can only say that Elemental has already a lot of good points here. The problem is it's depth in each department. But, no one can give everything. So you should make priority. But please, the whole concept is yours to decide. Letting the community to tell what they want will only make the team confused.
Just make a good concept, give the gamers a great deal of replaybility, make the strategy game fun, and also give the RPG fan excitement. If you can make a spectacular Galactic Civilization Game, why should afraid to give the customers a creative, fun, and unforgetable game? For one thing, you should not forget that Elemental is Elemental; not Master of Magic, or Age of Wonders, or Heroes Might & Magic. So you must make a unique Elemental game that surpass the previous 4x games on the market, not just the clone of them.
I think the whole Stardock problem with low HP is that because they plan to make the unit groupable. To create a group of soldiers who fights for the players. With this kind of HP, grouping units will give the player reasonable powerful unit.
I think, with the current game mechanic, a single soldier can only be used on early game. After that, you should make a party of them. This way, you should not make a weak single soldiers in mid or late game, as it will only a waste of resource and efford.
The problem is that the wannabe hero / champion has the power level of a single soldier at the beginning of the game, and their power up / level up can't keep up with the power inflation of the mid / late game. Their only purpose in the game has reduced from the main battle unit to support (Summoning Unit spammer, buff up giver, or tactical combat bomber). So basically, you can only make a strong magic user; not a great knight / a superman.With the bad spell lists, people think that the hero is too weak / bad to be their most valuable asset.
This doesn't change anything with grouped units: if 1 guy can kill another with only one blow, unless you really, really, really change how things work (think: Total War series), a 8 guys group will kill another 8 guys group in one blow. It's the exact same problem. Unit groups don't solve the problem; if anything, it makes it worse.
We need higher HP so that groups of equal size will not fight on a "first strike wins" basis; this isn't a problem limited to individuals.
My wish list:
1) Special abilities for units. Not just activated, but passive too
2) Gaussian function for damage. Doesn't have to be MoM exactly
3a) Magic resistance as a separate value and/or
3b) Spells that specify what they will be resisted with: Confusion with magic resistance / intelligence, magically hurled rocks with DEF, etc.
4) Estimated damage indicator when hovering mouse over an enemy unit
5) Display squad stats better. Right now ATK is not really used and I have to do divisions in my head if I want to know what my unit is rolling
Thank you for asking.
i'm sorry, but to my mind you're contradicting yourself here. total war games and many other games that are considered far more casual than elemental still have vastly more complex (and more numerous) stat systems than elemental. even games that people play far more often like WoW. the difference between the two is that the total war games (and WoW) are much less abstracted because they have better stat systems that produce more intuitive results.
WoW is a more complicated system, but you don't need to understand it to get decent results, just apply a little common sense. elemental is much less complicated, but you must understand it perfectly to get good results because it's so unintuitive. who when applying common sense would ever guess that a short sword would double you movement rate, that first strike would be so important, or that a fireball would do the same total damage to one guy standing in a square as to 10?
to my mind there is nothing complex or ridiculous about the idea of allowing, withing the stat system, the ability to give a fire elemental fire resistance. the ability to stop a being made of elemental fire being burnt.
and to my mind, the idea of having a decent, intuitive stat sytem that tells me everything i need to know about a unit at a glance, is also far more straighforward than having to look up a multitude of special abilities that everyone is constantly clamouring for, probably in some separate screen that's hidden away from me. special rules and abilities are just crutches that illustrate the limitations of your system.
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