Suggested improvements for tactical combat

I was thinking about how to make tactical combat a little more engaging, and here are just a few thoughts:

1) Add some sort of cover system.  For instance, units in a tile with trees will have a defensive bonus.  Ranged units blocked by terrain will have their hit chance reduced.

2) Use terrain elevation to confer bonuses.  For instance, a unit on top of a hill will have increased attack while units attacking from below would receive a penalty to their hit chance.

3) Give bonuses to attack and defense if melee units are in adjacent tiles.

19,285 views 12 replies
Reply #1 Top

2) Use terrain elevation to confer bonuses. For instance, a unit on top of a hill will have increased attack while units attacking from below would receive a penalty to their hit chance.
End of quote

It would be cool to see some small hills that give a slight bonus to dodge and accuracy when you stand on them (meaby only for melee though), Could work like the Krax's fortify ability in terms of how to implement it in the game.

3) Give bonuses to attack and defense if melee units are in adjacent tiles.
End of quote

While this idea is slightly interesting, it would be more interesting (to me) if it was a trait I would have to equip my units with, so I had them trained to fight in groups, but militia would gain no bonus for example, or I can design my tarth army without this.

Sincerely
~ Kongdej

Reply #2 Top

Cool ideas. I will add some more:

- Forest tiles (or with high vegetation)  should add some bonuses to defense/dodge. Maybe melee attacks could be bonused too

- Introduce tiles with different effects, like mud, swamps, that can affect the movement and other effects.

- If moving a unit in melee to another tile, it will receive a Penalty strike from each enemy surrounding the previous tile. This, apart to avoid the "hit and run", means that the unit is giving the back to the enemy, so it can launch an aditional strike (maybe not full strike, but 50% or like that).

- City tactical battles. This really needs some love. If not doing like old MoM, at least divide tactical map in two, separated by the wall with a fence, or better, two fences.  The outside is the same, the inside with some buildings, to remind a town.... All cities should have a wall, at least that is what it seems in the strategic map, but the simplest wall (made of wood) should be destroyed with a few attacks. If the city has built Walls, that could be harder or even not destructible...to pay a difference. Then, the only way to get inside is breaking the fences. That would give a good use to Catapults...

 

 

Reply #3 Top


I was thinking about how to make tactical combat a little more engaging, and here are just a few thoughts:

1) Add some sort of cover system.  For instance, units in a tile with trees will have a defensive bonus.  Ranged units blocked by terrain will have their hit chance reduced.

2) Use terrain elevation to confer bonuses.  For instance, a unit on top of a hill will have increased attack while units attacking from below would receive a penalty to their hit chance.

3) Give bonuses to attack and defense if melee units are in adjacent tiles.

End of quote

Didn't WoM have these?  I remember always moving my units to hills, and seeing popups showing +/- stats for hills, gullies, etc...  I had expected to see it in EFE as well, and wish they were still there.

Reply #4 Top

My only gripe with FE is (besides the little bit of polish it needs) is that the turn based battles get boring. I get my doomstack of champs (augmented with a couple trained troops) and I can just deploy the near same strategy with each battle and it get boring. There needs to be more depth in the tactical battles because I don't trust autoresolve. 

Reply #5 Top

Quoting Emperor_Nero, reply 5
My only gripe with FE is (besides the little bit of polish it needs) is that the turn based battles get boring. I get my doomstack of champs (augmented with a couple trained troops) and I can just deploy the near same strategy with each battle and it get boring. There needs to be more depth in the tactical battles because I don't trust autoresolve. 
End of Emperor_Nero's quote

Actually, I think that is a problem more with the variations from monster to monster, and has little to do with the maps or AI.  For example, I love the tactic of a Defender meat shield with high fire resists (100% is the best) and my Fireball-wielding-Evoker-maxed Sovereign just launching into the fray.

But man does that tactic suck against ophidians.

I think some of the monsters need higher resistances to some things, which will make you vary your strategy and keep it from getting dull.  Constucts for example, can be tough but honestly a cutting weapon shouldn't be able to so more than 1hp against them.  The Obisdian golem should be a scary foe when I went in with my broadsword but it was surprisingly effective (when hasted).  I mean, good for me but I really should have went in there with a blunt weapon.  Other monster would be immune to ranged attacks and either good movement or a web spell to keep kiting off-balance as a tactic.

Reply #6 Top

Flanking bonuses.  It makes sense.

 

 

Reply #7 Top

Imo, tactical combat should be kept dynamic, yet simple.

As such, have several items/changes included, but not so many that you lose track of everything that can be done.

Tactical Landscape:

  • Forests: Block line of sight. Decreases movement by 1 to cross. Grants increased ranged dodge for units on tile.
  • Hills: Decreases movement by 1 to cross. Grants +1 range on ranged attacks for units on tile.
  • Rivers: Stops movement for the turn.
  • Roads: Increases movement by 1 if travelled on.

Unit Orientation:

  • Flanking: If friendly unit direcly opposes target, receive a bonus to attack.
  • Swarm: If 3 friednlt units are adjacent to target, receive a bonus to attack.
  • (note that Flanking and Swarm can both apply)
  • Prone: Any target prone should have a penalty to armor, but a bonus to ranged dodge.

Things like that...

Reply #8 Top

Quoting GFireflyE, reply 8
Prone: Any target prone should have a penalty to armor, but a bonus to dodge.
End of GFireflyE's quote

You probably mean ranged dodge.  Dodge is the ability to block/avoid/parry blows.  A prone unit should have its melee dodge reduced, if not zeroed.

Reply #9 Top

Quoting Wizaerd, reply 3

quoting post
I was thinking about how to make tactical combat a little more engaging, and here are just a few thoughts:

1) Add some sort of cover system.  For instance, units in a tile with trees will have a defensive bonus.  Ranged units blocked by terrain will have their hit chance reduced.

2) Use terrain elevation to confer bonuses.  For instance, a unit on top of a hill will have increased attack while units attacking from below would receive a penalty to their hit chance.

3) Give bonuses to attack and defense if melee units are in adjacent tiles.



Didn't WoM have these?  I remember always moving my units to hills, and seeing popups showing +/- stats for hills, gullies, etc...  I had expected to see it in EFE as well, and wish they were still there.
End of Wizaerd's quote

It's been so long since I've played War of Magic that I don't remember.  Actually, my inspiration for this thread was XCOM: Enemy Unknown.  Of course I don't expect Fallen Enchantress' tactical combat to be nearly as complex, but it seems that it could be made a little more interesting than simply "Close the distance and poke the enemy with a sharp stick."

Reply #10 Top

Quoting SOLOSOL, reply 2
- City tactical battles. This really needs some love. If not doing like old MoM, at least divide tactical map in two, separated by the wall with a fence, or better, two fences. The outside is the same, the inside with some buildings, to remind a town.... All cities should have a wall, at least that is what it seems in the strategic map, but the simplest wall (made of wood) should be destroyed with a few attacks. If the city has built Walls, that could be harder or even not destructible...to pay a difference. Then, the only way to get inside is breaking the fences. That would give a good use to Catapults...
End of SOLOSOL's quote

 

Elevation influences, ranged obstacles, and this one^

 

 

A squad should receive an increase in attack power proportionate to how many more troops it has than the unit being attacked.

Reply #11 Top

Quoting Tuidjy, reply 9



Quoting GFireflyE,
reply 8
Prone: Any target prone should have a penalty to armor, but a bonus to dodge.


You probably mean ranged dodge.  Dodge is the ability to block/avoid/parry blows.  A prone unit should have its melee dodge reduced, if not zeroed.
End of Tuidjy's quote

Sorry. Yes, I mean range dodge. For the Forest too. Edited my post.

 

Reply #12 Top

I like all the suggestions mentioned above as tactical combat seems to be rather simplistic so far. Another possibly useful thing to implement could be distance penalty to accuracy in ranged combat. The more severe it would be, the more tempting would be the urge to risk and push your archers closer toward the front line and, therefore, to organise that very front line more carefully.

The idea about occasional "critical misses" which would hit allies who happen to stand in the line of sight borders on wishful thinking but comes to my mind nevertheless.

And a random thought that should not be taken seriously but could be a good solution to the ever-present "sovereign & champion duo casually strolls down the map" problem. What if their kill per attack rate during battle would be somehow limited to one creature (which might not be logical for a melee hero swinging his axe left and right but will definitely be for an archer)? This way they will retain their 100% usefulness against strong solo monsters and enemy champions but might probably struggle against larger groups of weaker enemies.