http://en.wikipedia.org/wiki/Kiting_(video_gaming)
This is an issue that, as the AI guy, I'm still struggling with. How to defend against this?
I've been tempted to have the AI do it to the human but the more I think about it, the more unsatisfying that would be.
In beta 1, the kiting issue isn't huge because the tactical maps are so small. But in Beta 2, they start to get a lot more interesting (I have one map that is basically inspired from Demigod complete with multiple paths).
I'd be interested in hear different ideas on how to prevent excessive kiting.
Do you have any idea how large a quiver would have to be to actually hold 50 arrows? What are you wearing a barrel on your back? Should not wearing something of that size encumber your movements? Wouldn't someone who wanted more mobility possibly carry a smaller quiver and less arrows?
Its about having the option.. you can wear a Large quiver.. but its going to effect your movement. Or you can wear a smaller one.. carry less arrows and it doesn't. How does that seem gamey?
You seem to be just assuming that we stick some small limit on there.. that's not at all what was suggested. Different quivers different number of arrows different attributes.
Heck you can pull a wagon full of arrows behind you.. long as you take the movement penalty for pulling that wagon it makes sense to me.
these
(heck, there are mods for Civ IV that make battles between units last for several turns! ... so I see multi-turn battles as only a good thing)
->meaning a battle that takes several turns to fully complete over the strategic map because after X turns in tactical, the battle stops until the next turn, when it then re-starts (unless one side decides to withdraw)
Lets say each 'quiver' holds 10 arrows.
1 quiver on each hip,
1 double-quiver across your back, or 1 quiver on each side below the armpit
It's probably a balance decision. Quivers would allow more choices for ranged attackers. Do you want more damage upfront but stockpile less arrows, faster initiative with weaker ones or the longest range available at a different tradeoff. Simple but when used properly still dynamic.
Ah choices choices choices!
Maybe we are looking at the problem wrong? Instead of playing melee to ranged catchup all the time, would a difference in base damage of melee versus melee to melee versus ranged be more practical? So add a small defense bonus with melee on melee combat to simulate fighting skills like an actual duel and rebalance it. The ranged units would not have that benefit and take more damage with each hit. That way the archers don't need to be nerfed anymore.
FOR ANYONE WHO DOESN'T THINK A HAND WEAPON ADDS TO YOUR DEFENSE STATS
Dungeon Crawl Stone Soup worked like that. It was referred to as metabolism and applied to hunger also. Speed was not always 100% better in the long run.
That would make movement a near impossibility.. arrows aren't pliable leather..
None of it matters though since they just gave all bows -6 initiative rather than a system with options. So its just like my quiver idea.. minus the quiver.. and no choice of using a smaller quiver to maintain higher movement. Everyone gets stuck with the unlimited quiver and -6 initiative.
Should probably be more considering the size of that wagon they are pulling behind them for arrows.
@RogueCaptain
For a long time I have thought of separating Melee and Ranged defense, but didn't say anything.
If we did go that route, I could see at least certain melee weapons adding to melee defense (for instance, Daggers likely wouldn't add much defense)
Well the kiting is solved.
After reading this and pondering it, I think I'm coming squarely down in the "best defense against kiting is to have your own ranged units" answer. This gives you a reason to make sure you have archers or spell casters in your armies. But I also think an attack should count the same as movement as far as counting towards your initiative. Meaning if you have two movement points, you can move twice or you can move once and attack. That also eliminates kiting. Solutions to kiting need to not ruin archery entirely. They just need to restrict archery in such a way that it can't be exploited.
Archery is already gimped enough. Gimp it anymore and there will be no reason it even research it.
I am playing as Tarth and even with the -6 Initiative penalty I can own units on a large battlefield right now. But the reason is that I have only fought peons and other lightly armored units. My bows get about two strikes during the entire battle. I really don't like this change. I am especially disappointed that Lady Irane has a Crude Bow now instead of the +10vs Beasts one she used to have. I will post again when I find an army with leather armor. This doesn't look good for archery.
Few ideas:
I'd like all stats to have a higher base (except attack), initiative and defence to begin with so that early battles are more balanced and items are less likely to cause a kiting problem.
Also I'd like bows to have a penalty to tactical move speed rather than initiative (archers should strike first, move slowest).
Concerning arrows: if remaining encumberance was related to arrows left...more accurately I would like each arrow used in battle to add 1 to unit weight (1 for light bow, 5 for heavy enchanted bows, 20 for thrown boulders) The result would be that you'd still be able to kite for a few shots if fully kitted out... but increased defence on the defender above would make those first few shots less overpowered- no more glass cannons/glass fly swatters.
Let's get rid of that -6 Initiative penalty first. There is currently no scaling with Archery besides damage. It should be set up so that shortbows have almost no Initiative penalty and larger, more complicated bows have a lager penalty to Initiative. Hero bows need to have either much better damage or much less of an Initiative penalty. Even in the endgame where I can crit well with an Assassin bow hero, she does 25% the damage as other units.
Bow heroes should be balanced against Mage heroes.
Bow regular troops should be balanced against the armor available at that level.
The two are used for entirely different purposes.
Kiting is currently impossible in beta .85. Movement has been nerfed enough to prevent it from ever happening. Even if you could do it, there are dozens of simple counters. End the Initiative nerd so we can balance the rest of the game!
i dont get why remove -6 initiative, that is also a good way to prevent a char to be both mage and archer that woulc be too much op allowing to do everything from ranged (and still with some drop bow its worth the -6 malus cause they do a lot of dmg )
Using a bow means going Path of the Assassin. I don't see how a hero could get overpowered in magic and bows. The late game bows don't do that much damage compared to the other late game weapons and spells. They do not scale properly.
For instance, in my current game I am using a custom Path of the Assassin Lady Irane. She has a Perfect Yew Longbow. It ignores most of the target's armor, but still only does 20 damage on average and I get -6 Initiative still. This bow should not have an Initiative penalty. It makes sense for a trained unit, but not a hero. Crits are extremely rare due to current mechanics, though I do 85 damage on crit. My Masterwork Longbow squads do 100 damage on average against well armored targets. This needs to be balanced.
Well, I think they should just have spells use a separate system than intitiative ... because kiting doesn't matter when you can fireball on the first turn (due to Impulsive) ... but if you don't have impulsive, fireball is worthless because it takes too long to cast when starting it without enough initiative.
I think casting time should be tied to intelligence.
Then we can probably have a more sane discussion about initiative, and perhaps bows will find themselves slightly less nerfed.
-> I for one, think that Cavalry should always have a decent chance of getting 1st strike versus archers
Sorry in advance, a little wall of text.Initiative isn't so clear atm... affecting footsoldiers, mages, archers and mounted troops in strange ways and generally being rather hard to compare... +5 initiative? what does it do? 5 more turns? no, perhaps it gives you 1 and 1/4 turns compared to 1 before. Generally you need a bit of trial and error in a few battles before you can work it out (i'm not sure of values) perhaps the mouseover giving you a breakdown of turns per absolute game time... So default initiative would read 1 action/turn and if you can get generic equipment increasing it to 3+ actions/turn then something has gone wrong... in a fun way but still wrong. Anyway, I would like the following:
Initiative - renamed physical stamina. Needs a dependent variable (or even just a mouseover) measured in actions/turn. So say if your character had 50 initiative it would read Physical stamina 50, 1 actions/turn. If you had 25 physical stamina, 0.5 actions per turn. 100 physical stamina, 2 actions/turn. Using turn here to represent 20s/1 min/5min/1h... whatever a default turn is... of tactical battle fantasy time Each weapon that has -ve initiative causes a cumilative fatigue penalty. Fatigue could cause problems when it reaches key levels (50,75,100% of stamina value) effects of this being decreased ability to dodge, to hit and eventually (at >100% stamina) movement speed reductions and significantly increased chance of being knocked prone. Ending turns without actions should return a small amount of fatigue to simulate resting and recovering/collecting/retreiving stray arrows/rocks, while each turn of absolute game time would remove a small amount of fatigue from all units (1/10th stamina? or just -5 fatigue). Trolls and powerful creatures should regenerate stamina/remove fatigue faster (1/5th stamina per turn) allowing them to use heavy weapons like boulders without much rest (rather than: having a higher base initiative/stamina and moving faster, accruing penalties from using really heavy items and being nerfed, or worse them being given massive stat boosts to compensate for the heavy equipment causing them to do massive damage because of the link to strength)Knife- low fatigue costClub- high fatigue costShort bow- low fatigue costThrown boulders- high fatigue costCloth shirt- no fatigue costleather- low per itemPlate- high per item
Mental stamina - as with initiative above casting spells should have a cost in terms of mental stamina. A minor fire attack should have a low casting time (5 seconds fantasy time - practically instant) while having a modest drain in mental stamina... so that although you may have a stupidly high initiative and have say 10 turns before the opponent, you would quickly wear yourself out and require several turns of rest unless you had a massive int. If you instead casted a fireball it would take much longer in game time (2 absolute game turns) and a higher mental stamina cost. The result would be that physically and mentally slower casters would simply throw all their effort into intermittent powerful spells while a more mentally agile caster would fling dozens of smaller attacks at key targets. Some spells would be unable to be cast if their cost is greater than your mental capacity, others would simply leave the caster so far above their limit that they would be defenceless for a few resting turns afterwards.
Another point here, mental stamina could be used for default, non-mana using magic attacks... as such they would cost more in mental stamina than those using mana. Higher int would give more shots per battle and be useful with both magic champions and magic units.So the result would be a militia with no armour and a stick50 initiative1 action/turn+5 fatigue per attack (stick)can fight effectively forever +5 fatigue per action, 1 action per turn recovering 50/10 fatigue per turnSurprisingly agile unarmoured, sticky hero
80 initiative8/5 actions/turn+5 fatigue per attack5x8/5 = 8 fatigue per turn - 80/10 per turn = effectively fight forever
Add armour though and you quickly get bogged down:
militia as above with leather:+5 fatigue (stick) +5 (set of leather armour)becomes 50% fatigued after 5 turns of attacks 100% after 10 turns
With platemail:+5 fatigue (stick) +25 (5x5 platemail)becomes 50% fatigued after 2 attacks, really struggles in long fights against agile foes
Hero with leather:
10 fatigue x 8/5 attacks = 16 fatigue per turn, -8 per turn = +8 per turn, 50% fatigued after 5 turns
General effect... after half an hour of fighting soldiers and faster moving heros are just as tired... if instead everyone recovers a set x amount per turn rather than based on initiative then the hero would end with +11 fatigue per turn and become >50% fatigued on the 4th turn rather than 5th. This is probably more realistic as the increased initiative has allowed more attacks and the increased stamina has allowed more fatigue to accrue before causing an effect, even if it causes a problem sooner.
About mages:
Low int high strength mages (i'm thinking a brute sov.) would be able to cast only a few spell before suffering mentally, perhaps not even 2 non-mana shots if equipped with a staff, so start the battle with a big fireball (you're holding a mace so non-mana attacks aren't an option) then abandon magic and wade into melee. (with >100% mental capacity penalty to spell damage/penetration/resistance that isn't too important since you're punching and kicking now) high int mages could fight without dipping into the mana pool due to their mental reserves and magic staves or could use mana to cast lots of small spells or a continual albeit intermittent stream of fireballs, 1 every 3 turns for as long as mana permits. Different staves could have different default attacks (healing staves restoring both health + removing physical fatigue, slave mages/blood slaves restoring a target mages mental capacity... etc)
General points:
Initiative/physical stamina and how it could work in long battles with low damage where kiting by high initiative troops is the problemIf you only end turn and don't fight what you're holding shouldn't make a difference (it does currently)If you attack repeatedly (even via counterattacks) then you should be tired (you aren't currently)If you have regenerative powers you should be able to use more powerful and heavier equipment (currently it heals missing limbs mid battle, holding a club rather than a dagger is still a big effort though)If you fire several volleys of ranged attacks and now the enemy is at your feet you should struggle to uproot and run away. In this case you'd be fatigued and have a movement penalty, have a penalty to dodge and be more likely to be struck down rather than currently. (where you wouldn't have fired yet)
Splitting physical and mental traits apart.If you cast spells you shouldn't move more slowly (currently you do staff vs. dagger)If you're low int you should have fewer magic attacks, higher int being more (does int do anything currently?)If you use up your magic you should still be able to have a go in melee... just suffer due to your frailty and general lack of strength... unless you're a big brute.If you mix both physical and magical attacks you should gain some benefit to contrast the lack of specialisation. In this case you'd be able to stay under the 50% thresholds for physical and mental fatigue for much longer (depending on equipment... heavy armour would increase the rate at which you tire both physically and mentally. Mentally as it requires more mental effort to cast without gesticulating.Contrast to that, if you specialise magically you should benefit - more attacks, more damage, less mental fatigue and more accuracy/dodge. Use cloth armour and you should have some benefit as a mage over full chainmail or else why are there so many sets of robes around? who is wearing them and why?
I don't think kiting is at all solved. If you have a hero with 3 movement and some long-range damage spell you can inflict damage by running away and casting spells at the end of your movement. You can do the same with a bow.
Some range penalties are in order.
In addition, if you had a rush special move which gives you 2x movement but reduces your melee defence and dodge considerably (even to zero) you could effectively rush ranged-attack only enemies. However a line of melee defenders combined with ranged attack units could be a formidable combo to deal against. Which it should be.
I really haven't experienced any form of kiting imho.
Units are fast enough that I can't just run around them ... and if its 1 vs 1 then kiting should be allowed.
Anyways, what I have learned from the new Tactical maps, is that Kiting was never a problem. You just move your units across the board until the kiters are stopped. (and if you can't do that, you've probably legitimately "lost")
I like the idea of a charge which lowers your melee defense/melee dodge, and can be activated at any time. This sort of thing would be good vs ranged armies, or specifically ranged armies that do not use a defensive line.
->also a 1 natural counter attack would make sense with melee units having a 'charge' ability.
It's the best way to balance armored ranged units imo. Why would you armor up archers? To help them stay alive long enough when kiting!
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