XWerewolfX XWerewolfX

Something that Needs to be Addressed

Something that Needs to be Addressed

I know that you don't want a combat simulator, but for the LOVE OF GOD, can we please get some sort of flanking bonus? Even if it's just a 15% buff to the attack or a greater likelihood that we hit. Please?

Also, the new snapshot is looking even better. Why did the mounted hero go away? I loved her...

I think the drain crystal spell isn't working as intended. I got the mana, the crystal remained, and then eventually gained all of its life back. Not much of a sacrifice...(besides the doomsday counter being added to).

 

 

 

276,185 views 67 replies
Reply #51 Top

Sounds hella confusing. 

Reply #52 Top

Why not keep it simple for terrain?

 

You get an advantage in killing power and defending when soldiers occupy the higher ground.

 

Get slowed down by soft ground.

 

Just same ground conditions as our real life planet Earth.

 

Terrain bonuses should be limited to where mana shard nodes is. Represents soldiers tapping into it's power. Soldiers protecting an Air shard will receive an general boost in initiative or something and that's all. Life shard gives an boost in hp. etc.

 

I've played FFT extensively, it did terrain good. Only reason why I don't play it anymore is because it got old playing on same maps and enemies for like three hundred times.

Reply #53 Top

Quoting obsoletenexus, reply 22

Wow, have read all the posts in this thread and an interesting discussion.

Surprisingly I should be agreeing but I find I am not. Over the last 30 odd years I have played a lot of turn-based games everything from Panzar General, Tthe Operational Art of War, SSG's series of games (Korsun Pocket, Battle of Normandy, etc), John Tiller's Civil War and WWII games, and Gary Grigsby's games, most recently his War in the East (which just got another new big beta patch) and very much looking forward to his soon War in the West, the other week the lighter Battle Academy 2: Eastern Front (only about 3 hours so far). Mention this list purely so as people do not think I am talking out of my hat and get an impression of the depth and battle time length I like in turn based strategy games.

I find the quickness of the tactical battles refreshing, (yes I also have 80+ hours logged in Eador), and the example above of games in the ilk of Tactics Ogre (love this game) Final Fantasy Tactics, those tactical battles can last at times 20 + minutes. I can not see a way to introduce flanking without removing or limiting to a point, where it should be removed, the swarm tactic.

I am obviously in the minority but as I said I find the quick battles with the combination of spells/attacking/swarming refreshing, to let me get on with the exploring/questing/rpg side of it. I suppose the problem is though, if the majority disagree will they look elsewhere eg: Age of Wonder 3, which I consider a relatively simplistic (although enjoyable) tactics system but with battles still sometimes taking 20 - 30+ minutes, and that is a simplistic tactics system. I have no impression of how to implement more meaningful tactics without adding significant play time to the tactical battles. I would still be perfectly happy playing such a game as I do very much enjoy that, but I already have that option in so many other games, this quick tactical battle system is a nice pace for a change in my opinion.

Interesting discussion though. 

 

 

I'm with you.. I like the quickness of the tactical battles as well, it keeps the pace of the game perfect, imho. I would play something else if I wanted to spend a lot of time planning each battle. I've played the SK beta more than I have FE:LH because it's so easy to just start it up and progress in a few hours.

Reply #54 Top

You mentioned time slices/ticks. Have you considered an action point system similar to many other games with tactical combat (like shadowrun:dragonfall or xcom:enemy within)?

 

Right now my sovereign can move 4 hexes if nothing blocks his movement and then he can do an attack. What I would like to see is that everything has a tick/time slice cost. So if a round has 20 ticks, then moving one hex costs 5 ticks, doing a basic slashing attack costs 10 ticks, casting a basic spell could cost 10 ticks, casting an advanced spell could be 20 ticks. If you added that with an overwatch feature along with round based cool downs for special abilities and spells, then I think that would make battles far more interesting.

Reply #55 Top

I personally like the idea that player skill and tactics can and should make a difference, particularly in a closely matched battle.  Certain battles should be lopsided, tactical combat can and should have some strategy to it other than just clicking the enemy or why have it?
  

Reply #56 Top

Probably the biggest differntiator from LH is that SK's tactical battles are much more like Master of Magics in the sense that all units have abilities, many of them several and knowing when and how to use what matters.

So knowing what ability or spell to use when matters quite a bit.  

One regret I have in LH is that we didn't give each faction their own unique damage type so that players could design units based on defending against that unit type.

In SK, every minor has their own damage type (poison, fire, arcane, ice, etc.). Now, the trick is making those minor factions matter a lot more.

Reply #57 Top

Quoting Frogboy, reply 56

One regret I have in LH is that we didn't give each faction their own unique damage type so that players could design units based on defending against that unit type.
:S

Reply #58 Top

Quoting Frogboy, reply 56

Probably the biggest differntiator from LH is that SK's tactical battles are much more like Master of Magics in the sense that all units have abilities, many of them several and knowing when and how to use what matters.

So knowing what ability or spell to use when matters quite a bit.  

One regret I have in LH is that we didn't give each faction their own unique damage type so that players could design units based on defending against that unit type.

In SK, every minor has their own damage type (poison, fire, arcane, ice, etc.). Now, the trick is making those minor factions matter a lot more.

But that's still planned, riiiiiiiight?

Reply #59 Top

I thought it was worthwhile adding a comment to this discussion, as it covers a lot of interesting ground. First-off: a cave-at that I didn't read every single post; but a quick scan suggests that this hasn't been proposed:

Instead of focusing too much on positional tactical elements (flanking, backstabbing, etc), I think there is a lot more excitement if the focus where on buff/debuff combinations where the sum is greater than the component parts. This is similar to the combat system in Divinity: Original Sin - spells/conditions can interact with each other. Cast a big oil slick, then cast fire on it, that kind of thing. Enemies that are under the effect of water can be stunned with electricity damage.

Where it actually gets interesting, is that this allows strategic spells to be cast in turns before combat happens in an area (to cloak the area in darkness, rain, heat, frost, whatever), to have synergistic interactions in combat later.

 

Reply #60 Top

Quoting Tattyhat, reply 1

Look here my good chap.  Frog doesn't like tactical combat, so I don't think it matters what you want. You will get what you are darn-well given and like it ;)

 

And that, my friend, is why Sorcerer King holds very little interest for me. To put it bluntly, a bunch of half-done features clumped together seldom make a good game. 

Reply #61 Top

Quoting Frogboy, reply 30

Regarding ranges, I personally would like to see some sort of range penalty to encourage units to get in closer
Well this is  encouraging to read, especially as now that the release date has been delayed, issues like this will presumably be addressed? I think, other than squashing bugs, the extra 'polishing' time should be invested almost entirely into improving the tactical combat. Then you'll finally have a game able to compete with (& hopefully better) AoW3 and Endless Legend.

Reply #62 Top

I hope they will address real issues, not this ethemeric range penalties. 

And, btw, anything can compete with Endless Legend singleplayer mode :)

Reply #63 Top

What does "ethemeric" mean? Geniusisme, I'd like it if they addressed real issues too. One such, rather glaring, real issue is that all range units appear to be equipped with heat-seeking, solid-rock-penetrating missiles. Which real issues would u like to see addressed? 

Reply #64 Top

Quoting geniusisme, reply 62

I hope they will address real issues, not this ethemeric range penalties. 

And, btw, anything can compete with Endless Legend singleplayer mode :)

I disagree. Endless Legend is one of the best 4X experiences I've ever had. Even in single player mode.

Reply #65 Top

Quoting mrtrevorcooper, reply 63

What does "ethemeric" mean?

Penalties will make no change because ranged troops are not really a big deal. Raiders are better for player and with an army of raider there is pretty much no difference between ranged and melee enemies.

 

 

 

Quoting XWerewolfX, reply 64

I disagree. Endless Legend is one of the best 4X experiences I've ever had. Even in single player mode.

Ok, let it stay that way. I'm not going to argue about EL here. I'd just that I was disappointed that all these clever mechanics have little meaning with game against AI (at least I perceive it that way).

Reply #66 Top

Hi all...


Sounds hella confusing. 

I agree.

 


One regret I have in LH is that we didn't give each faction their own unique damage type so that players could design units based on defending against that unit type.

Personally I don't think you should loose any sleep on that one, I'm not sure how well that would have worked in LH.  Minor factions in SK sure.

 


solid-rock-penetrating missiles.

Agree, some kind of LOS or cover would be nice IMO.

 


I disagree. Endless Legend is one of the best 4X experiences I've ever had. Even in single player mode.

Cool game (EL) but kinda boring AI IMO.

 

Just my random thoughts.

 

Reply #67 Top

Imho, the interesting thing in tactical combat is making non obvious choices.

 

High Ground is only a non obvious choice if said ground is either:

A) in the middle of the map, so moving your ranged dudes there risks them getting melleed.

B) if you have a choice between abandoning the high ground or getting your ranged units melleed.

C) if there are multiple positions with different boni available (f.e. defence bonus in a forest vs. better damage output from a hill).

 

This is not a very common situation.

 

Flanking would, generally speaking, have a lot more possible drawbacks:

A) Aggressive flanking is more likely to get your own flankers flanked too (this is the main thing, it will always be a factor unless you are fighting a single unit stack).

B)Your fast moving flankers will probably have a choice between going after the enemies ranged component, or going after his line troops (and do flanking moves).

 

Some other mechanics that could be fun:

 

-Something akin to a "defensive swarm" bonus for Pikemen. If you unit has a friendly pikemen in contact, it receives a +1 Swarm bonus against anything it attacks in mellee. This may only be done if the Pikemen has no direct contact with the enemy.

-Generalized trade off, do you want the Pikemen to give Swarm boni, or do you want the pikemen to do actual damage itself?

-Do you want a wide front to efficiently protect your archers, or do you want to focus your mellee component on a breakthrough?

-Do you want to risk getting seriously hit by area of effect attacks?

 

In general, I am trying to make different units more worthwhile. My reasoning is the following: There arent a lot of units that are buildable in general, and Paladins (due to their enchant abilitiy) are clearly the best units that involve resrouces. Imho, they outcompete all other units so much that any Crystal/Iron not used on a paladin is somewhat wasted.

 

Maybe other things:

 

-For units with shields:

--Shieldwall: Extra dodge against ranged attacks, reduced movement. Tradeoff is pretty clear I think.