Frogboy Frogboy

Tactical Combat discussion continuation

Tactical Combat discussion continuation

Beta1z_Tactical (8)

Originally, Elemental was going to have continuous turn combat. That effectively meant real-time. Ultimately, after playing around with it, we decided to implement turn based (simultaneous turns based on combat speed) with tiles.

The evolution of tactical combat in Elemental owes a lot to the beta program.  9 Months of public beta testing of the game engine with corresponding debates has led to some important changes that would not have happened otherwise. 

A lot of the discussion resulted in us thinking about the game in ways we didn’t think of before.  Specifically, how do we address game design issues that have plagued our genre for decades now? If you’re a strategy gamer, you know them well.

For us, the challenge of tactical combat has been about giving the player as much control as possible over how long tactical combat should last.  This ultimately led to the realization that the funnest way for us turned out to be to have the strategic elements of combat very clear and well defined.

Elements of Tactical Combat

In no particular order these are the things that matter:

  • Combat Speed. Your combat speed determines how many “moves” / attacks you get during a particular turn.  In the begging of Lord of the Rings, what makes Sauron such a bad ass is that he can attack so many units at once. He has, in game turns, an incredible combat speed.
  • Morale.  Unit morale matters but for fun purposes, we try to keep it straight forward. Units have High Morale (25% combat bonus), Normal Morale (no bonus), Low Morale (25% combat penalty), and Panic (you don’t control them). It provides a whole new avenue for us to play in.
  • Terrain. This is where the tile based part mattered for us (and for the AI). Some terrain, obstacles, and tiles simply provide better offensive and defensive bonuses, Controlling them matters.
  • WINNER. TAKE. ALL. This is the part where we want to hear your opinions. We do ask that you keep an open mind on what we ultimately go with.  My opinion is that the attacking player has the onus to finish the battle in N turns. After N turns, the attacker morale starts to go lower and lower at which point the defender can come out and make mince meat out of them.  The question is, what should determine what N is?  Or should we allow retreating? Should we allow draws?  I’m against retreats or withdraws because it’s one of those things that allows the game to drag on. It’s a strong personal preference of mine that two men enter, one man leaves. (Your heroes will tend to escape though).
  • Combined Arms. Archers have range. Mounted Warriors have great combat speed. Foot soldiers tend to have better weapons and defenses.  It means putting together your army matters a lot. It also is important to us that players understand precisely why they won or lost a battle.
  • Thresholds. Players can set the tactical battle threshold in the menu. That is, they can say it requires 10 units on each side before it’ll actually go into tactical battle.  At any point, players can have a tactical battle auto-resolve.

Remaining Questions and issues:

  1. Controlling the length of a tactical battle.  We believe that users should have a lot of control over how in depth they want their battles to be. Should a tactical battle finish in less than a minute or should they last 2 hours? How do we make it so that players can control this?
  2. Randomization vs. Richness. I won’t lie to you, we have a trade off in front of us and it’s a big one.  We can randomly generate the battlefields in tactical combat OR we can have it pick from a series of pre-made tactical battle maps.  The randomly generated ones won’t be as interesting but they’ll more accurately reflect the local terrain.  I’m preferring the pre-made ones because we can add some spectacular strategic when we’re crafting them and have hundreds to pull from.
1,479,509 views 469 replies
Reply #101 Top

Ooh, I had another thought:

Controlling the length of a tactical battle.  We believe that users should have a lot of control over how in depth they want their battles to be. Should a tactical battle finish in less than a minute or should they last 2 hours? How do we make it so that players can control this?

How about having an option to vary the level to which armies are abstracted to single units? For example, for quick battles each man on the field could represent 10 (or 100) actual troops, and be stronger accordingly, as has been done in lots of other games. The battle would probably be quicker - the dudes just need to run up to each other and kill each other dead - but also not particularly deep or satisfying. For the more hardcore, the troops could be arrayed out in Total War style, with every man present. This would be much more exciting, but also more time consuming.

 

I also had a question about tiles. How would you go about representing units on a tile system? It's not obvious that it would work well.

 

Finally, I'm also sad that the continuous turns option has been dropped. Seemed like a best-of-both-worlds option to me. It seems this decision's already been made, but it seemed worth commenting anyway.

Reply #102 Top

Randomisation Please

- have the terrain match the world map.

 

Combat Speed

from the film, Sauron was slow but had an Area of Effect attack with his huge melee weapon.

 

Tactical Battle Length

I really disagree with the 'attacker becoming exhausted' suggestion. A siege, after all, depends on the reverse. Combat should last as long as it lasts. If it goes on too long then both sides should take increasing penalties - perhaps even damage - to eventually force them to end the battle. But battles should last a long time in some cases.

AoW - SM battles were awesome.

Reply #103 Top

Just want to add that it would be nice if the option to 'auto resolve' a battle was available at any time during a fight.  If the battle is a bunch of weaklings you don't give a dang about, then you can hit it at the onset of the battle and skip right to the end.   If there are several strong units, you can fight it out yourself, then once one side has effectively 'lost' before it's over, you can hit it to avoid having to mop up the remnants manually.   Having to set the paramaters in the options before starting a game, then have it apply across the board to every battle, wouldn't work very well, imho.  I'm not going to know if I want every battle to be resolved automatically once 1/4 of my units are gone, etc etc. 

As far as the point Alexwilber makes on abstracting the armies to single units, Fantasy General does this pretty well.  In FG, units that are single entities (heroes, machines, dragons, etc) have their basic hp's, while units that are actual units of men have a count of 'men' instead of hp's.  These units lose attack and defense strength as they take damage, because they are actually losing men, and can only regain those men by visiting a city and recruiting (or resting, if the lost men were only injured instead of being killed), and replacing those men also costs the unit some experience.  A unit of veterans that has to re-recruit half it's force won't be a veteran unit anymore...  Single entity units stay at full strength as they take damage until they die, and can heal their damage simply by resting. 

Units' battle speeds....  does anyone here remember Wizard's Crown or Eternal Dagger?  In those games, units with higher speeds went first, but *in addition*, a unit with say a speed of 20 would not only go before a unit with a speed of 10, he would also get to move twice as often.  Speeds on both sides were lumped into the same pool, it wasn't 'your turn, ai's turn, your turn, ai's turn' but 'Your guy with speed 20 goes first, then the ai's guy with a speed of 19 goes next".  I don't remember how ties were handled, maybe with the flip of a coin?

 Edit: (from the post below)  'What I always held is that tactical combat should be allowed to span multiple strategic turns.  Combat lasts 10 tactical turns and then 'stops' to be resumed on the next strategic turn.  Both armies are pinned to the tile during "Strategic Phase".'

^^ I second that, that would be awesome.  Never seen that in a game before.

 

Reply #104 Top

WINNER. TAKE. ALL

--------

 

I definitely don't like this line of reasoning.

 

For starters, why turn N?  What if at turn N the attacker nearly decimated the defender?

 

Secondly, I think this will promote the super-stack mentality where you want to stack your best offensive units into a single pile (MOO2)

Battles then become incredibly decisive.

 

What I always held is that tactical combat should be allowed to span multiple strategic turns.  Combat lasts 10 tactical turns and then 'stops' to be resumed on the next strategic turn.  Both armies are pinned to the tile during "Strategic Phase".

 

That plus a sensible stacking limit would allow for multiple battles to develop, with re-enforcements arriving and perhaps wounded units leaving.

 

It would allow for tile enchantment spells to be cast depending on the progress of the battle.

 

Nor do I like the idea of "Withdrawal with set losses".  In MoM fleeing gave 50% chance of losing a unit PER UNIT.  Regardless of whether attacking units were all 3x as fast as defending units and/or attacking units were flying while defenders could not.

 

A fast and agile force should be able to withdraw with little penalty from an engagement with a heavy and slow one.

+1 Loading…
Reply #105 Top

This sounds very simular to how Final Fantasy Tactics A2: Grimoire of the Rift does its combat, with a group of soldiers, being controlled across a tile-based battlefield.  I actually like that, like a game of chess where each type of unit has its own abilities, strength and weaknesses.

By customizing a unit, say with heavy armour and a spear, you make a tanking soldier that can attack at a greater range and do damage to multiple enemies infront of them.  That is a great way to do combat, and one of my personal favorites.

But my suggestion, is if you have a mage-character or your Soverign in the attack, is to have magics that can literally change the structure of the battlefield.  I know its been talked about, and deformitable terrain is a green-light, but can it be done on the tactical combat level? Can you cast a spell that turns a section of terrain tiles into a swamp to bog down your enemies, or set a forest tile on fire to burn them?

Reply #106 Top

And what about the system of king arthur : when you have a battle there is victory points on the battlefield. If you control more VP than your opponent you start gaining morale and your enemy loses some. That's a very good way to create active battles.

But once you "know" a map, then you will be able to win whenever you want (or almost)

So I vote for random generated maps and NO for losing morale after N turns.

And I stringly disagree with WTA : if there's so much risk involved, then I will avoid combat at all cost, unless I can win at 95%. Moreover, hit and run tactics can't be used.

But, something must be done about the ever fleeing units : a unit that flee MUST have remaining movement points. So if you scouted too far away and get caught you can't retreat. It adds an interesting layer to scouting.

Reply #107 Top

Combat Speed

I dislike movement speed = number of attack per combat turn.  There are a lot of voices about us not liking this months ago.   I try to withhold my judgment until the combat beta comes out, to see why Brad is so happy about it.

 Morale

Hopefully, the mechanics that govern its change will be realistic.  An archer that runs of ammo, or discover their arrow cannot pierce opponent's exotic armor should have their morale dropped quickly. 

 Morale of individual stacks should persist many game turns, until it returns back to its normal level.   Conditions like fatigue, killing a dragon/heor/sov, getting reinforcement should be well implemented by the morale engine.

 WTA

Combat that should be allowed to lasts multiple days.   It is epic, fun, and resolve a lot of problems.  "Combat ends after N combat sub-turns", but it is continued when next game turns arrive.   Enforcement can be brought in from both side (and allies) when next game turn arrive.

 For normal humanoid, morale drops slightly the next day due to fatigue, unless they are the defenders under siege.   Troops that cannot be affected by fatigue won't face this kind of morale penalty (e.g. undead, dragon)

 Stacks "retreat when their morale fails" & panic.  Their exit to the edge (to the side they come from) is not controllable by player.  A % will be lost during their escape, this % depends on a whether the player is winning or losing the battle, or the movement speed of the stack, or is it a hero/Sov.

 Players should be allowed individual stack to "withdraw orderly", by moving to the edge of map.   However, if the player lost the battle that day (i.e. all remaining units killed), those withdrawn unit are regarded as retreated units instead.  So, a % of them will be lost too.

 The combat map should be large, compare to humanoid sizes.  It should take a rider maybe 4 turns to retreat to the map edge.  (I don't meant I've to move for 4 turns before I engage my opponent when combat starts)

 Controlling the length of a tactical battle

Multiple approaches are needed to resolve this issue.

1) Find a way to discourage kiting (in a big combat map)

2) Break the normal game turn into 2 phrases.  1st phrase is the strategic planning (using waypoints).  2nd phrase is the actual tactical combat whenever opposing stacks collide.     As a pre game option,  players need to agree on the maximum number of combat is possible in each 2nd phrase.   Most important combats are fought first, i.e. battles that involve Sov, or largest quantity/quality of combatant.   If the number of combats exceed the maximum allotted, all those lesser combats are auto-resolved.

3) Since TC phrase at the same time for all players, EWOM can arrange it in a clever way that all players can fight simultaneously. 

4) Referring to "Combat ends after N combat sub-turns" above, each sub-turns can have a time limit.   This time limit is a pre-game option too.

 Randomization vs. Richness

I am opting for the in-btn, as some of us mentioned above.   Hundreds of small premade maps should be used as "stamps" that overlay on randomly generated battlefield (that reflects local terrain)

 Once this map is generated, it is persistent for the whole game.  So when there is another battle happening at the same locale, the exact same map is used.

Reply #108 Top

Winner.Take.All

If Stardock is still reading this, I’m definitely on the side of allowing retreat options.  This is a standard and useful feature of tactical battles.  I think a good solution is to allow a retreat option, but then the retreating team loses a certain percentage of units.  Consider that loss the winning team’s continued attack on the withdrawing team.

That solution penalizes the retreating team considerably, but still allows the loser a chance to “live to fight another day.”  The problem with “winner take all,” as already noted, is that people would just save/reload every major battle just to see how it works out.  By allowing retreat (w/ penalties), it makes for a more realistic and fun gaming experience.

Randomization vs. Richness

I really like the idea of strategic battlefields.  However, I am more in favor of random battlefields for replay purposes.  Even if we have 100 strategic battlefields, after hours and days of play, they will become very familiar.  It might become too easy to exploit features of a known battlefield.

If there is a battlefield editor included in the game, I would support this idea.  Allowing players a tool to edit/create battlefields and then add them to the game would greatly enhance the “strategic battlefield” feature.  Of course, there will be an issue of quality associated with player-created battlefields, but the better player-designers will become well known for their maps.  Perhaps even add a system where players can rank other player-created battlefields.  This would enable the cream to rise to the top, so to speak.

Without such a system in place, I support the randomization option.  One other thought to consider is allowing both options.  From the game set-up menu, allow players themselves to choose whether they want “pre-made” or “random” tactical battlefield maps.  This means more work for Stardock, but it’s an idea.

Reply #109 Top

Thank you for this post and reading all these ideas.  My apologies if this is a repeat of other posters (I only read half the predecessor posts).

 WINNER TAKE ALL-  It’s a strong personal preference of mine that two men enter, one man leaves. (Your heroes will tend to escape though).

 I can see your point to limit rinse-and-repeat battles; however I think it needs to be looked at from a different perspective:  instead of one boxing round consider it a short boxing MATCH.  Your morale system can ultimately help address this and many other issues.  This impacts some of the game mechanics you are mentioning in the post as follows:

 As battlefield events occur (OMG! They killed our Deadly Dragon) morale ultimately will drop for both sides.  Your High Morale (25% combat bonus) will drop to Normal Morale (no bonus) to Low Morale (25% combat penalty) and ultimately to Panic (you don’t control them).  When they Panic, or you choose to Withdraw (same outcome) – they flee from battle.  N-turns in Battle is therefore when everyone is dead (rare) or everyone on one side is in rout.

 When everyone is in chosen/forced withdrawal you get the screen (All forces are Routing, do you wish to continue the Battle?).  If yes, this will allow the opposing AI/Player to extend N+Y turns.  For those that don’t wish the tedium, auto-resolve with some algorithm where some routers get massacred in the chase-down.  End of boxing Round 1.

 Routed units now have temporarily dropped "long-term" (5 turns? 10?) their Morale by one level (e.g. High to Normal)…all Low Morale units have dropped to a Panic and flee home to Mama.  Now, we have a stack that is potentially ripe for abuse—the opponent attacks this “weakened Morale/#’s force”.  If this weakened stack flees the battlefield again, Morale takes ANOTHER hit.  End round 2. 

 The severely weakened force is attacked once again in its particularly sorry state.   Even if all original units started at High Morale, if they lose round 3 (likely) they will all have panicked and permanently fled to the hills.  No more stack. End of boxing match—last man standing—after round 3.

 This implies the following game mechanics:  A) N-turns is based on the battle's outcome and player choice, not some artificial boundary. B) Retreats are allowed (not eliminated). C) Your Morale mechanic has another important use.  D) If an entire “castle/stronghold” panics they surrender (threw that one in :)). E)  If desired, the battle can be auto-resolved at any point; there is also an automatic resolution question asked upon the rout of all opposing forces.

 I would very much like to see any battle that is originally auto-resolved be initially watchable (ala GalCiv) and then, based on the outcome bar progress, I could interject myself such that I could then go to the tactical battle map at any point (with the remaining forces) if I so chose.

 Randomization vs. Richness.  The best idea I’ve seen is custom maps for those special “repeated locales” on the map with the majority being randomized.

Reply #110 Top

Whoops dbl post.

Reply #111 Top

I have some thoughts.

Combat Speed:

Combat speed should be like action points it takes a certain number to attack. And when moving your movement speed should simply affect how efficiently you can convert your action points to movement.

Morale:

Morale yay! Morale is awesome! Now if only we could add in some fatigue system too.

Winner take all:

No please. Consider this alternate idea. Retreating takes organization. When order a retreat the game should calculate how organized your retreat will be based on a number of factors. First off it will consider the leadership, good leaders can hold together their troops during a retreat. Also it will consider the experience, training and morale of each individual unit. Then it will consider situational factors like if the unit is currently engaged in battle if it is and cannot disengage then that unit will be forced to rout and will be extremely penalized. Ultimately at the end based on this calculation a force will lose a certain percentage of it's units some to death, some to desertion, some may show up scattered in following turns.

This will make a big difference between experienced harassing cavalry archers that can take some shots and then pull back possibly with no losses to fight again and a disorganized infantry force that will have to rout to disengage and your units will end up dead, captured, scattered or deserting.

Ultimately though ANYONE who disengages from combat will become tired. If there is no fatigue system then just add a trait like fatigued and if the enemy chooses to chase and has units fast enough to run yours down you'll be at a significant disadvantage in the battle next turn. If you attack and retreat multiple turns without rest then give a more severe penalty like exhausted. This represents all the extra leg work a harrying force is doing.

To balance the time problems auto-resolve should have options. So when you get your list of battles the ones you choose auto-resolve for should have options on how you want the battle to be auto-resolved so a regular land battle might have: Attack, Skirmish, Hold. A siege battle might have: Storm, Bombard, Maintain Siege. This will allow the player more control and interesting options while not dragging out games.

Threshholds:

Rather than threshholds have a max number of battles that you can play tactical decided on at game start in multi-player (I'm figuring one). And if the other guy chooses tactical then you get to play tactical in that one too.

Length of Tactical Battle:

With the above limitation tactical battles that last 10-20 min depending on size with the largest most epic late game battles lasting up to 30-40 min maybe would be good I think. As long as those long battles are really decisive.

Randomization vs Richness:

What I really want here is that if I fight one battle on a tile in the world map and then another battle on the same tile then the battleground should be the same. This allows for battlegrounds to have character. The only way I see to do that is to have each tile get assigned a certain battlefield to it that will only change if the terrain is significantly altered. If you have a large enough selection of premade or you could make premade templates with some randomized features based on environment I think that would be ideal.

 

Well that's my two cents. Thanks for reading.

Reply #112 Top

Quoting Sarudak, reply 111
What I really want here is that if I fight one battle on a tile in the world map and then another battle on the same tile then the battleground should be the same. This allows for battlegrounds to have character. The only way I see to do that is to have each tile get assigned a certain battlefield to it that will only change if the terrain is significantly altered. If you have a large enough selection of premade or you could make premade templates with some randomized features based on environment I think that would be ideal.
Would there be a way to make randomized maps become "official" maps within the game after fighting over a piece of the map? The premade idea should only work for main storyline campaign imo. However, if there is a way to make randomized maps become permanent maps while playing then it could help create a character for that world map.

 

And on Winner. Take. All. I've been reading that there needs to be severe penalties or penalties of some type but if one is conducting hit and runs then do they suffer a penalty? I think there needs to be an option that you can choose for your army before the battle so it at least knows what you plan to do. I.E. you could have options like, delaying action, defend, attack, last stand, hit and run, siege etc. so that at least your army's morale might be more manageable so-to-speak. It's not set in stone when the battle begins, it just gives your army an idea of your plans so that morale can adjust to the situation. Also, if I want to conduct a fighting retreat by having certain units retreat and others fight rearguard, this should affect the army's morale in a negatively positive way. What I mean is that your troops morale is not deducted like if your army just broke and ran helter-skelter. I'm also assuming that if one's army fights within their borders they have a morale bonus, and if it's close to cities or towns it's doubled to some extent, but no to the point where peasants fight like knights armed with fireballs, just more stubborn and not likely to retreat unless things are going really really bad or you ordered them to. Also before ordering a retreat you must engage in some form of combat with at least a 1/4th or 1/3rd of your army before being allowed to retreat... or something like that.

Reply #113 Top

Quoting yaromir, reply 104
WINNER. TAKE. ALL
What I always held is that tactical combat should be allowed to span multiple strategic turns.  Combat lasts 10 tactical turns and then 'stops' to be resumed on the next strategic turn.  Both armies are pinned to the tile during "Strategic Phase".

this is brilliant!  k1   I wonder that no one thought of this before you did.

in terms of MP gameplay: as the game progresses, you'll have larger armies fighting longer battles, but the game wont suffer an exponential slow-down, as the number of battles will increase at worst linearly.

in terms of strategy: the idea of needing to adjust my battle strategy because of events unfolding on the strategy map is incredibly exciting.

in terms of sov powers: having sov. powers affecting battles between turns sounds like it could be fun too.

Reply #114 Top

But it doesn't get rid of the "you enter battle, your opponent flee, you enter battle 2, your opponenet flee, you enter battle 3, your opponent flee, etc."

But !

You can get rid of with : a fleeing unit MUST have remaining movement points. So if you scout too far and finish your turn with no movement points, then your unit won't be able to flee.

Reply #115 Top

WINNER. TAKE. ALL


Personally, I really don't like the 'Winner Take All' Approach, I also don't really like the approach they used in Rome: Total War.

The problem with these approaches, I think, is that they encourage all clashes to be decisive battles, and not only are not all real clashes straightforward, decisive battles, but it reduces the amount of tactics you can use.

Let's say a large opposing concentrated force is making it's way towards your capital, and all your forces are divided. In that case guerrilla  warfare should be an option:


The problem I had in Rome: Total War, is that to harry the enemy, or charge in, strike, and retreat, meant you 'lost' and lost your morale, and it was counted as a 'failure' as you as a leader, even if you eventually destroyed the approaching army through superior tactics. That sucks.

If you can engage a larger army with smaller, more mobile forces, and whittle down it's strengths before a major battle, this should not be counted as a loss, and cause your soldiers to lose their moral and your commanders to be considered losers.

Back to Rome: TW, I'll elaborate on this scenario: A massive Gallic army was marching towards my capital but my main army was off in their territory conquering. I knew the army would break my garrison if they attacked, so along the way I sent in cavalry and archers on their path; the cavalry could tire out some of the units or lead them astray into an ambush, so over time I cost the enemy army units, by engaging; attacking, retreating. I eventually weakened them to the point they lost when they got to my capital.

Winner take all may make the game faster, but it robs us of tactical options; so does the idea of 'loss' enforced by the computer. You retreat=you lose, is not necessarily true, especially if you have a plan. Morale should be based on losses of men and numbers, not retreats.

Edit: The thing I didn't like about Rome: TW's system is that everytime I retreated after killing an enemy unit or weakening it significantly with cavalry/archers, it counted as a loss, played sad music, and made my commander consider it a loss, rather than a continuous harrying attack.

Reply #116 Top

As far as Controlling the length of a tactical battle goes I would have it as an option. I perfer no time limit and people I would play would also perfer to play with no time limit in MP or SP but I realize that some people like the game to only last 5 minutes so an option would be best that is set up by the host. But please allow an option for no time limit. I perfer to have the battle end when it ends

Reply #117 Top

I do so enjoy strategy game forums. Better discussions, and nobody calls me a noob =)

Initiative / combat speed being separate from attacks per turn is intuitive, but joining them isn't catastrophic unless implemented unwisely - I'd like to just speak to the theorycrafter argument well-phrased a page back. Your point about scaling only applies if stats are linearly linked. If +1 damage is always +1 damage per attack, sure, more speed is a heavy weight. If damage is spread out over your available attacks, though, it normalizes well at the risk of feeling nerfed.

There's a big split between random and premade maps, but the mixed idea seems great. Some set pieces, some map seeds (let's have a mountain, a river, a copse of trees, and here's 25% of the map space to randomize or throw in artifacts from the overland map), and maybe even some totally random maps give a great balance. The argument that you'll learn the map if it's not random each time and know what to do isn't overly compelling given that if you play the game that much, you'll derive a lot more value from learning the *mechanics of the game* and using them to your advantage.

Winner takes all can really be done either way, but too liberal an escape system allows for the infuriating situation of your vast legions not being able to squash a small force that's harrying your otherwise idyllic countryside.Too strict a system has problems too, of course, and if retreats are in, the way they are handled will go a long way to keep our porridge just right.

Thumbs up to the previous mention of combats taking more than one overland turn. Not that every combat should, of course, but if the programming supports it there are some interesting situations that can come up with long battles. It also creates a curious set of options regarding retreats/disengages. Even if there's no desire to support those options, there's something pretty epic about a pair of giant armies slugging it out as seasons change. Or one giant-thewed, armored wall of a warlord standing in the narrow cleft in the mountain, booming "NONE SHALL PASS" and making good on that promise for days on end =D

(Also, in case it wasn't clear from my first phrasing, having multi-turn battles changes around the gameplay mechanics compared to having a long supply chain of reinforcements trickling in for both sides and hammering each other anew turn by turn. At present, units are a little longer to make, a little less cavalierly disposable, and multi-turn battles allows the siege / warcamp opportunities without the pawn rush production requirement)

Reply #118 Top

I am posting comments without looking at other people's reply since I have no time:

Morale: In r3k6 each side had a morale level that is indirectly a timer. If one side reaches 0 before the other, the battle ends.

I like having battles with multiple ways to victory. The ones I am thinking right now:

- Morale reach 0: The battle dragged too long and a winner needs to be found.

- Anhilation: You kill almost everybody in the opposite army and or the only units left are in rout.

- Tactical victory: You captured key points that prevented the battle from going on: Exemple: captured a keep and the food supplies, the ennemy needs to retreat.

WINNER. TAKE. ALL: I like when it is possible to have some survivors, but  to prevent cheap retreat, consider that there could always be a cost to retreat which would still make the retreating player lose something but not everything.

Controlling the length of a tactical battle:  Considering the number of battles in the game, A few minutes would be top unless it's a very large and important battle. There should be options to resolve a battle faster without going into the details. Maybe not a decision took in game but rather at game setup for multiplayer games.

Randomization vs. Richness: Why not combine both: You can define that this city or this area has x, y and Z important stuff on the battle field. Generate a random battle field and add the key stuff. OR like in R3K11, the world map and tactical map is actually the same map.

 

Reply #119 Top

Quoting Bellack, reply 116
As far as Controlling the length of a tactical battle goes I would have it as an option. I perfer no time limit and people I would play would also perfer to play with no time limit in MP or SP but I realize that some people like the game to only last 5 minutes so an option would be best that is set up by the host. But please allow an option for no time limit. I perfer to have the battle end when it ends

I'm one of those guys.  I like to have the overall picture dictate the victory more than the tiny battles, therefore, I would like tactical battles (though important) to not be the primary focus of the game in multiplayer.  In single player?  Oh yeah, I'll fights those battles all day.  :)

Reply #120 Top

Man, how could I miss this pic from the internets?


Is it supposed to look similar to this? Me wants.

Reply #121 Top

Quoting Wieke, reply 20

quoting postRandomization vs. Richness. I won’t lie to you, we have a trade off in front of us and it’s a big one.  We can randomly generate the battlefields in tactical combat OR we can have it pick from a series of pre-made tactical battle maps.  The randomly generated ones won’t be as interesting but they’ll more accurately reflect the local terrain.  I’m preferring the pre-made ones because we can add some spectacular strategic when we’re crafting them and have hundreds to pull from.

Couldn't the "stamp-like-tool" system, as described here by mittens, be used to create some sort of compromise? Have the maps use some (semi-)random assortement of interesting strategic elements (the stamps), combined with some (quasi-)randomness to make them reflect the local terrain more accurately.

Or create a random map (one that accurately reflects the local terrain) and use some algorithm to identify potential places for the strategic stamps, to enhance the maps strategicness?

I agree with this. Premade things should be fitted randomly into random maps.

Reply #122 Top

Winner take all: No. As people have said before it would encourage blobbing, and therefore really reduce the amount of strategy in this game. Not allowing retreats would really hurt mobile units. What people really have to consider is the interaction between tactical combat and normal turns in multiplayer, and this would really hurt multiplayer. I hate the idea of one army in one big blob hitting another in one spot, and then suddenly game is over for the loser. It would also make combat on multiple fronts really hard.

I like what frogboy said about timed matches that eventually end. It reminds me of the desperate battles in the lord of the rings movies.

 

Quoting Aragorn, reply 1
Hold your ground, hold your ground! Sons of Gondor, of Rohan, my brothers! I see in your eyes the same fear that would take the heart of me. A day may come when the courage of men fails, when we forsake our friends and break all bonds of fellowship, but it is not this day. An hour of woes and shattered shields, when the age of men comes crashing down! But it is not this day! This day we fight! By all that you hold dear on this good Earth, I bid you *stand, Men of the West!`

What I suggest is that turns end fairly quickly with the attacker given just enough time to overwhelm the defender. However if he fails the defender would rally and have a few seconds to push him back, gaining bonuses and inflicting causalities in that short period. Instead of ending there however the attacker could choose to attack again next turn with what he has left.   Why should tactical combat take only one turn no matter how large the armies involved. Real life battles sometimes took more then a day. To counter the defending bonus attacker would get flanking and other bonuses. Also this would make sure combat didn`t last forever in multiplayer games.

Units could then semi retreat by avoiding the enemy for the attackers given attack period, but this would only work if they were more mobile and would put your units out of defensive position. This would allow people to save their heroes by holding off the enemy with other units. It would also allow the attacker to harry them with their own fast units, and make even retreating a careful and highly strategic chess game.

Games would not be to prolonged because good strategy would decide how many of you units survive if any. If outside of combat armies move at the speed of their slowest unit then players could be forced to sacrifice their slow units and just keep their fast stuff. Multiturn combat would also allow players to sacrifice units to stall enemy armies in order to bring in reinforcements or allow other to retreat. Battles would be taking place relative to the real world not instantly. Imagine trying your best to frantically stall an enemy horde for a few more turns so you can fortify or send help to your sieged city. Or deciding to split your cavalry from your main force in order to pursue and harry a fleeing foe.

I rest my case.

 

 

 

Reply #123 Top

Before you read the part of this I wrote, please understand I have the HIGHEST Respect for Frogboy, the Entire Stardock Team, and I am NOT "Calling them out" in Any Way-shape-or form. The end of my post may come off as rude or challenging and I DO NOT mean it to sound that way. I apologize in advanced if it comes off that way.


Frogboy, here is a Massive List of Quotes from this thread. I spent over a hour copying them. I could have copied Almost EVERY SINGLE POST in this thread to explain what I'm about to, but I stopped with just these.

Quotes:

Quoting edpfister, reply 17

Combat Speed.

So this sounds like movement speed and number of attacks are tied to one another. If that's true I don't like it. A cavalry unit may be very fast but that does not necessarily mean it will be able to attack fast. Maybe I am not understanding this fully though.

 

Quoting Nick-Danger, reply 21

Random vs Richness -- First, while exquisitely crafted maps would be nice, I want the battlefield to reflect where I chose to stand and fight. Otherwise we're losing an important facet of Strategy&Tactics. Second, while having hundreds of pre-made maps would solve the 'fought there done that' problem, I question the time/resources to craft hundreds of maps that still are sufficiently unique to avoid that problem. Together these 2 reasons pull me towards random.

Can't there be crafted "spectacular strategic" parts plopped down into otherwise random maps that reflect the chosen battle area, combining the best of both? (yes, another 'want it all' request' )

 

Quoting CrusaderScott, reply 23


WINNER. TAKE. ALL.


I'm against this. I'd rather have retreats with the retreating side suffering some sort of severe penalty. I understand the concern about having games drag on, but a winner takes all system will make battles much too risky. It would seem to also eliminate a lot of strategic possibilities, such as delaying attacks, etc. Allow retreats, even if it means that the retreating side is sure to take high casualties or suffer a morale hit for X number of turns.

As for draws...that's interesting. It would be fun if one side or the other could request a parley to ask for a cease fire.

 

Quoting ZehDon, reply 34

Forcing a player to play out a match in a time frame or number of turns kind of runs contrary to the turn based nature of the game, in my opinion. If attacking is supposed to carry some form of weight, which is clearly is, than withdrawing removes a significant chunk of that weight and drags out the inevitable conclusion longer than is needed. However, its also a good move early when you need to really protect your units as you develop.
I think there should be a threshold for the size of a battle that, once passed, prevents either side from withdrawing and has to commit to the battle. This allows the early game 'careful' strategy while preventing it from becoming the late game 'turtle because I'm going to lose and want to annoy you' strategy.
As already mentioned, this will force later game battles to last longer if not properly addressed, which brings me neatly to:

You mentioned it already, I believe Brad, that a tactical battle can be auto-resolved at any point during the battle? I think this is pretty sufficient to both prevent the longer battles from drawing out into 2 hour slug fests for those who don't want it and to ensure that battles can be as short or as long as a player wants.
Another threshold could be in place, say 80% chance to win, that then allows the person with the 80% chance to automatically end the battle in a multiplayer game if the battle also past the above mentioned threshold to prevent withdraws. This prevents the losing side from drawing out the fight in spite.

As long as there was enough of them, and being tile based it shouldn't be difficult to produce hundreds, I'd prefer the hand made ones that had room to add in additional features to give a sense of cohesiveness - if the map took place on a tile that had a tree or large stone, the game could just add a large scale version of the depicted tree to an already produced map to ensure that it looked correct according to the map. If Disagree: Hour of Darkness - a tile based tactical battle system based on randomized maps - tought me one thing is that random maps can be a blessing and a curse: lots and lots of randomized, similar maps are still just similar maps.

 

Quoting OMG_BlackHatHedgehog, reply 36
Add retreat mechanics! But make units more valuable to compensate, and include the ability to upgrade or retrain existing units. You can sustain heavy losses, but if you "break morale" you should lose units while retreating and also some of your units should "desert" especially if you retreat in enemy territory, where random people (militia?) pick off any stragglers.

Also, for the love of god, Frogboy, fix your servers.

 

Quoting Lord_Helmet, reply 38
WINNER. TAKE. ALL.I'd rather be allowed to retreat. Yeah games have the possibility to drag on but then maybe someone needs to try new things to get the ball rolling. I agree with what others have said about TW's retreat system for defeated units. Also, I'd like to be able to personally tell which units to retreat or not. That way it can represent a fighting/tactical retreat so not all of your units flee the battlefield. Also, this depends on if AI units have some kind of situational awareness built in. So say your army is being defeated and you have already ordered units you want spared off the battlefield while you want a few others to stay and act as rearguard. Depending on these units' stats, they can fight to the death or disobey your command and run off TW style. I know that's quite the specific example but I hope it makes sense as it could make the larger battles more interesting. Also there should be draws allowed. It happened in real life, where two armies stalemated for a day or two before things were resolved. Also it could portray a day long battle with breaks in-between fighting. It would make fighting over important terrain or map areas more worthwhile instead of having the armies each fallback a few squares or whatever.


Controlling the length of a tactical battle.This should be decided during the battle or in the pregame set-up menu. It needs to be dynamic for battles outside of cities and towns. Sieges and the like should be timed on the food stuffs the village/city has and also of the besieging army, if their logistics holds or something like that.

Randomization vs. Richness.I'd prefer randomization over richness. It makes things more realistic and entertaining. Pre-made maps can, over time, get repetitive. I'd prefer to fit on the terrain I placed my army on. I was also thinking battlefields should always be... maybe 2x as large as the largest army on the battlefield to allow for maneuvering your troops around. I also think it would be cool to allow battles to "change maps." I.e. say you deploy an army just out of sight of a nearby city to engage the enemy. Things go bad and your army is pushed back across the map but still fighting. Soon you realize your city is now apart of the map even though it wasn't originally.

 

Quoting StillSingle, reply 39
Random vs Rich

Would it not be possible to randomly place "sets" of terrain? So instead of having to craft whole tactical battle terrain maps, you can create battle terrain in bits and pieces, from tiny little rocks that annoy your footsoldiers, to swathes of swampland crafted meticulously with advantages and disadvantages. I'm pretty much against purely richness/set scenes because as someone said earlier, once you know the battle terrains, you can setup for particular tactics EVERY time; I don't believe this would be fun.

Winner Takes All

Couple of ideas that i saw earlier are good: 1) allow retreating, but have magic/items later on that prevent it (orion 1/2 had "warp interdictor" = no retreating).

2) As it is turn based, once the option to retreat is chosen, then the units retreating CAN NOT attack/parry/defend/counter any attacks done on them. Which makes sense, as they should be fleeing with their backs AWAY from the enemy.... Also a good deterrent NOT to pick a fight that you can't win.

Two new points I'm not sure if they have been mentioned yet: 1) Don't allow defenders in Cities to retreat, as they have no where to retreat to.

2) As an alternative to the penalizing gauge I saw someone mention, how about heighten all attack stats as a battle goes on? This would accelerate the tactical battles. The gauge should be adjustable by the player, ie come into effect after N turns, have X multiplier. The alternative would be to weigh up the damage each team has done upon each other, and have the team that has done more damage be awarder the attack multiplier based on either player settings, or the difference in damage done. You could have the second system designed so the multiplier would be calculated and applied after N turns chosen by the player.

PS: to those who think controlling THOUSANDS of troops is an issue in turn based battles.... Look to how you create thousands of troops... You build them as ONE unit, control them as ONE unit. The only issue is having LOTS of different unit stacks, but I cannot see my self controlling more than 15 stacks in the one battle. Already that would be a large maintenance cost, especially if they were stacks of 1000s !!!!!!

 

Quoting Nick-Danger, reply 42

Winner Take All -- No. A small force, well-led, using terrain, hit&run, etc. being effective is impossible with WTA as it'd be wiped out in the first skirmish. Many historic/fantasy battles involved such small forces taking on larger but poorly led forces.More reasons for No to WTA:


-Knowing the loser loses all, players will be hesitant to engage unless they have an obviously overwhelming force. This will tend to slow down the game as each side waits for said advantage, and tends to promote 'gamey' Strategy&Tactics (ie doing things designed to fit the game's rules instead of according to good S&T) -- similar to Civ4 SOD type warfare. Maneuvering to obtain an advantage due to terrain is good, but waltzing around waiting for overwhelming numbers may not be.

-If units gain xp over time, WTA kills off the loser's promoted troops, exacerbating the loss. Maybe that's a good thing to some -- it would further tip the balance to the winner and speed up the game's end by increasing the steamroll effect. To others that's not a good thing, as it makes it hard to come back from a loss and removes the back&forth ebb&flow. Being on the ropes then coming back is a lot of fun, and making that even harder than it otherwise would be might not be a good thing.

-If there's differences in unit training/quality, this is one good way to express it (other than merely increasing hit points, armor, damage, etc.). Peasant troops may only have Stand&Fight and Run! Away! options. Veteran troops might add in Organized Withdrawal and Ambush. Elite troops might add in Feints, Spoiling Attack, and Fighting Retreat. Penalizing a retreat with total losses removes one way to distinguish better trained troops.

-Retreats can be offensive (in the 'big/meta picture'). Say a large force unexpectedly approaches your capitol and your main force (who's location is unknown by your approaching foe) is off towards another foe, and you only have a small blocking force available to delay the attackers. Luring the approaching foe away from your capitol and towards your main force by forcing battle would be hard if your blocking force would automatically be wiped out. If some of the blocking force could survive it would present the attacker with a more difficult decision -- delay the assault on the capitol to finish off the blocking force (leading the enemy towards the approaching friendly troops and buying time to reinforce the capitol), or press on to the capitol and risk the blocking force causing trouble behind him.

 

Quoting psychoak, reply 43
Withdrawal should be difficult.



I would like tactical battles to be on a map significantly larger than the area between the two forces. If Combat takes place between two adjacent tiles, then the map should be at least 9, with at least as much distance to the nearest point of withdrawal as is between them.



Harrying forces and skirmishers that fight on the move and can't be properly designed to work in a static environment are then functional. It solves many things besides just withdrawal. It would also be nice for combat to take place over larger distances when other troops are in the area. This will allow you to cut off the retreat of the enemy you've beaten.



Withdrawal should also come with penalties based on the conditions. The Total War games use some. An attacker that then withdraws without even fighting should be hit with a severe penalty. A defender a lesser one, but still something that stays with them. Cowardice is often ill received even when it's mistaken intelligence. Commanding units on the field would be seen as incompetent or worse. Units under their command would at the least have poor morale for a while following the occurrence.



Combat length. Why end the battle.

Whether five minutes or five hours, all you need is a time limit. No need to play with morale or anything. Just pick it up where it left off the next turn. Adding any troops that moved in from the edge of the field.

 

Quoting Squeezing, reply 44
WTA, no.

Personally I feel that the abiliy to skirmish , harass and guerilla your enemy to death is all very viable and interesting tactics combined with the greater armies providing control and siege abilities.

For example I'd love to have my great glittering standardbearing Cav/Inf/arch army in the fields defending and attacking while having smaller patrol and harass forces in say, mountains and forests able to handle enemy scouts and darting out now and then to pick of a few of the enemies main army troops.

It allows for living breathing strategies and tactics not only dominated by the bigger side.

On a side note; in all my years of gaming ( and there has been a lot of those ), I think very few games have engaged me as much as Dominions 3, on the combat side of things at least.

Turnbased tactical combats is allmost always a dealbreaker in bigger MP games ( and I love those, and yes, I know E:WoM is not exactly catered to that in the first place ) , autoresolve can always be done but more often than not leaves you with a foul tase in your mouth as your halfling slingers charge into a wall of halbeards.

In conclusion then? I'd like to see the ability to fight my turnbased battles as I see fit (when not in a MP environment) but being able to (Dom 3 wise) predefine army setup and tactics. With the AI being written as it is I would think there would be huge benefits in providing general combat "AI scripts" , ie. "Flank and attack rear" , "provide shield cover" , and using these for auto resolve.

You could even provide general Cavalry, archer, infantry, skirmisher etc. templates for those not inclined to the micro.


Controlling the length of a tactical battle. Can be made as above. But I think in SP your combat can take as long as you want. MP; let players set a threashold for Min and Max ArmySize (canb both be 0 - unlimited) for when it should go into autoresolve. ( that is ; use manual combat for battles between these values ). I think I would prefer this combined , defineble tactics over the , 5 minutesyou'redonebaby approach.
Randomization vs. Richness. I think in general the combination of both is best. Normally premade things is the most interesting since randomization needs to be normalized to not run out of control... wich in turn leads to things not feeling random a all...just bland... Premade battlefields for different terrains with the ability to set randomized tiles specific for that terrain ( of course tiles could belong to many different terrain sets ) would probably be the most interesting before the community has created 12348679990000 battlefields in the editor.

 

Quoting Jack, reply 51


Frogboy

Combat Speed.

Your combat speed determines how many "moves" / attacks you get during a particular turn. In the begging of Lord of the Rings, what makes Sauron such a bad ass is that he can attack so many units at once. He has, in game turns, an incredible combat speed.

Sauron is a bad ass, but I think that it would be more something like a area attack hitting several ajacent tiles in gameplay terms. (not unlike a dragon breath)

If you only have a global combat speed like you describe, you will have the following problems:

- a unit that have a high combat speed will be able to move very fast while it might not be appropriate
- having the combat speed used for both movement and attacks will make combat more static, as moving will means less attacks
- If you want a big unit to be able to be very effective when fighting hordes of units and give him a high combat speed, it makes this unit able to be very effective against another big unit by focusing all its attacks on it.

For instance, if Sauron has 15 "action points" allowing him to do 15 attacks for 10 damage each, he could also do the same 15 attacks on the same target for 150 damages (ignoring potential damage reduction from armor). If instead he could attack an area for 30 damage in each square (or to each individual figure in the area if squads are managed as unique units in the same square during battle), he would still be very powerful against hordes of mooks, but against a dragon he would only do one 30 damage attack. Still good, but probably not overpowered.

Frogboy

Originally, Elemental was going to have continuous turn combat. That effectively meant real-time. Ultimately, after playing around with it, we decided to implement turn based (simultaneous turns based on combat speed) with tiles.

So both players give their orders, and both are resolved at the same time ?
I suppose that units will be able to change orders if the situation change during their action ?
If you move a cavalry unit and during the move another enemy come between the cavalry and its original target, will the cavalry unit attack this other unit, or will it ignore it and try to continue charging the original target ?

Frogboy

WINNER. TAKE. ALL.

This is the part where we want to hear your opinions. We do ask that you keep an open mind on what we ultimately go with. My opinion is that the attacking player has the onus to finish the battle in N turns. After N turns, the attacker morale starts to go lower and lower at which point the defender can come out and make mince meat out of them. The question is, what should determine what N is? Or should we allow retreating? Should we allow draws? I’m against retreats or withdraws because it’s one of those things that allows the game to drag on. It’s a strong personal preference of mine that two men enter, one man leaves. (Your heroes will tend to escape though).

Preventing retreats would also means that each battle must be fought until the death of the very last unit, wich could also drag on.

But if you allow retreats, and have the retreat be simulated in the battlefield (with needing to move the fleeing units to your border of the battle map in order to escape) this too would drag the battle.

I think that MoM did it good : you have a "flee" button, and have a chance to loose some (or all) of your units (and some fame too sometimes).

You could have the movement speed of the fleeing units compared to the fastest enemies to give modifiers to each unit survival chances (fast cavalry and flying units should escape easier unless ther are other fast or flying units in pursuit), and it could sometimes be frustrating to lose a unit that should have been able to flee because it was at the rear of your forces, but at least it would be immediately resolved.

You could also have modifier to the chance of escape depending of if you fight in your territory, neutral land, or in the enemy kingdom. (a unit lost during escape might not be dead but just a deserter. If the war go on near its home, it might be more tempted to join the army again after the defeat that if it was a war of conquest far from his family)

And if a fight last for more that N turns, you could have a auto-retreat from the attacker (maybe with 100% escape chance, the defenders too might be too tired too)

Frogboy

Controlling the length of a tactical battle.

We believe that users should have a lot of control over how in depth they want their battles to be. Should a tactical battle finish in less than a minute or should they last 2 hours? How do we make it so that players can control this?

Warning: sometimes there is no solution that can be satisfying for all situations. If you try too hard to do one, it could make both of them bland and less fun.

Better to focus to one system and optimize it. If the battle take some time but are fun, the players won't mind. Of course, you can still have auto-resolve and the like for extreme situations.

Predefined map elements + random map generation using those elements should be the best of both worlds.


Why did I quote all those? Well, if you go back and count EVERY REPLY, then Subtract replies made by the same person, you will OBVIOUSLY SEE that ALMOST EVERYONE DISAGREES with these new concepts you are introducing to Tactical Battles. You even do a bit of "Double Talk" in your own OP without realizing it (either that or you thought no-one would notice). Here's what you say, just in a different order...

Quoting Frogboy,

Controlling the length of a tactical battle.  We believe that users should have a lot of control over how in depth they want their battles to be. Should a tactical battle finish in less than a minute or should they last 2 hours? How do we make it so that players can control this?

Before that Frogboy says this...

WINNER. TAKE. ALL. This is the part where we want to hear your opinions. We do ask that you keep an open mind on what we ultimately go with.  My opinion is that the attacking player has the onus to finish the battle in N turns. After N turns, the attacker morale starts to go lower and lower at which point the defender can come out and make mince meat out of them.  The question is, what should determine what N is?  Or should we allow retreating? Should we allow draws?  I’m against retreats or withdraws because it’s one of those things that allows the game to drag on. It’s a strong personal preference of mine that two men enter, one man leaves. (Your heroes will tend to escape though).

(The BOLD Parts are the REAL Important parts of what he says there)


By stating "My opinion is that the attacking player has the onus to finish the battle in N turns. After N turns, the attacker morale starts to go lower and lower at which point the defender can come out and make mince meat out of them." he goes DIRECTLY AGAINST what he just said saying "We believe that users should have a lot of control over how in depth they want their battles to be."...

There is a Direct Contradiction RIGHT THERE. If those limiting ideas are implemented then YOU DO TAKE CONTROL AWAY FROM THE PLAYER....PERIOD.

The only Logical Option is to simply Realize that THE PLAYER can CHOOSE to AUTO-RESOLVE the battle at ANY TIME. THE PLAYER decides how Long or Short a battle is. It SHOULD NOT be decided by some artificial time limitation.


It's just like the debate going on in some replies in this thread about Movement Speed being Directly Applied to Attack Speed. Why is that exactly? Because , Again, they Chose to Simplify The System. They boiled it down instead of having two separate calculations for speed. Why not just include a new parameter called "Weapon Speed" WITHOUT US MODDING IT IN?

Now I hope Some of You people see why SIMPLIFYING THINGS IS F'KING BAD!!!!!! Dumbing Down a System and Making it Less-Complicated is BAD!!!!! It purposefully ADDS DESIGN FLAWS!!!!

Just because something is complicated behind the scenes doesn't mean The Player will be Bogged Down with Micromanagement. This is a Strategy War Game people!!! Treat it like one and stop turning it into a game of F'king Checkers!!!!

I've seen companies do this On The Inside. I Am and Have Been a PROFESSIONAL Beta Tester for MANY Companies. I know the "Real" reasons why things are simplified and it isn't Always what they tell people it is (No I'm NOT accusing Stardock of this, just saying I've seen it first hand). Some companies do it to make it easier on THEM-SELVES, because they are LAZY, or because continued Development Costs are Too Expensive.

I can tell you this though...this is NOT a Real Beta. If it was each and every One of Us would have the Internal Alpha of the game. This grand experiment of Stardock's to work with the community is nothing more then a over-blown marketing ploy. Want proof? How come we aren't talking about balancing? I mean SPECIFIC balancing? How much "Hitpoints" does a Dragon have? How much "Damage" does a Flaming Sword do? Will it hurt a Water Elemental more then a Fire Elemental? Who knows? We don't!!! In a Real Internal Beta and Quality Assurance, these things matter. Stardock DOES HAVE a Internal group of Testers playing a Far Different version of the "Beta" then we are...and that's a Fact.

That Can't happen here though, right? Frogboy has already stated, multiple times (even bragged about it) that with Elemental there is No Rush because of Money. They already have Tons of Money and are Making Money from Other Products so that means they can take As Long As They Want with Elemental. The game won't be Ready until they say "It's Ready", and not a second before...right?

So Why Not take the time to DO THIS ONE PART RIGHT?!!?!?!?! Next to the magic system this is arguably the Most Important part of the game. Don't F'K it up!!! If you do....I'll never buy a Stardock product again.

Reply #124 Top

on the topic of random v. richness, if i were to fight a battle in spot A, leave, comeback, and then fight another battle in spot A, would it have the same map?

Reply #125 Top

Morale - Thank you, morale in any form is better than no morale

Winner take all - I suggest you allow retreats but the retreating army disbands and heads home.  In effect, they re-populate your cities (starting with the closest, or where they were created if that is tracked).  This gives an incentive for a retreat but the winner does not have to chase a defeated army

Randomization vs Richness - Go with a sizeable pool of hand crafted maps.  The goal is to make non random feel random.  A large pool of diverse maps is key.

Length of tatical battles - Here is my fear.  How do you scale turn-based combat from 10 units to 1000 units without using the HOMM method.  Please don't use the HOMM method.  I'd rather restrict the army sizes through resources to preserve the small tatical feel than have large stacks moving as one. 

*Suggestion* Allow the player to turn non-essential troops over to the AI during battles.  This would increase the pace of play late game while allowing the player to retain control of the most valuable and powerful units.  This would be very powerful if the player could select an AI (e.g. Aggressive, Defensive, Scouting, etc.)