Spicing up tactical battles
FE is a good game, and with some relatively minor improvements it can be a great game.
Tactical battles are a big, tho skippable, part of the game. yet they are fairly bland. Is there any terrain effect besides 'open' and 'block'? If so, what have I missed?
Suggestions:
1) maps are too small, and the 'walls' that hem us in are too obvious. Make them bigger.
2) archery and spell range (other than the burning hands and similar spell range) appear to be unlimited. They should have a more limited range.
3) add more terrain effects such as:
-woods (halve non-flying movement, doubles defense vs. ranged attacks and all flying attacks, hides units at start of the fight until they move)
-streams/gullies (stops non-flying movement upon entering, halves non-flying movement upon exiting, non-flying attacks from this terrain vs. non-stream/gully terrain are halved)
-hills (increases missile range but not spell range, 'uphill' non-flying attacks are halved)
-shrubs/scrub (non-flying movement halved, +10% defense)
Currently there is little strategy/tactics in tactical battles in this RTS game. There are more possibilities than those presented above, of course.
In WoM beta we asked for tactical maps to reflect the big map terrain, that's still something I'd like to see.