 |
|  |
 |
|
SnowFire
|
 |
New York City, NY
Jan 1970 time: 00:19
|
|
I strongly got the impression from the design document that combat would work like a slightly bulked up EU model of combat. This is one reason I gave the probability ability a bizarre look. I figured the point of this system was that you could rapidly roll through 10 rounds, and being able to stop things in the middle short of retreat orders (which could be set up in advance to further speed things up, or just require you to click when you want to stop in battle and slow things down)...
Now I love Heroes II & III, but I'm not sure it'll work for this system- for starters, with no heroes to cast spells in battle, that massively reduces the strategy & fun right there (ignoring the probability ability, which is hardly fun and really more annoying). Also units have less cool special abilities, and more to the point seemed designed to fight automatically. Have you ever played Imperialism or Imperialism II? That had a Heroesy type battle-board, but stripped down units like you have. And the battles weren't that interesting for the most part. Don't fall into that trap.
So, all archers fire at all infantry/pikemen/whatever in the front row of the other side. Then all cavalry on both sides charge. Then the infantry thwack each other. Repeat, until one side retreats or surrenders.
|
|
|  |
 |
|  |
 |
|
Arrian
|
 |
Kneel before Grog!
Jul 2001 time: 00:19
|
|
Couple 'o questions:
Will there be moral & experience factors for your troops which modify their combat results?
Also, I remember an old Civil War game that I had in high school (which, overall, wasn't very good) that had skill and initiative stats for each general (example: N. Bedford Forrest, 8/8). Thus, if you gave Mr. Forrest a bunch of happy, experienced troops (experience and moral were both 1-10 figures too), he could probably kick the hell out of an army twice the size commanded by George McClelland (4/1). Will your leaders have modifying effects on combat results, or just function as a MM tool?
Finally, if you have magic in the game, shouldn't spellcasters have the first move (before archers)?
-Arrian
|
|
|  |
 |
|  |
 |
|
Velociryx
|
 |
of Candle'Bre
Apr 1999 time: 05:19
|
|
Hmmm...an interesting point!
I think though, that this is further complicated (and on purpose) by the notion of the tiered combat system.
Let us say, for example, that I have ten units, and you have twenty. Mine are ten archers, and yours are Mercenaries, but you have no money to pay for a bounty, and my archers are sitting fortified, or have other bonuses which give them effectively +3 on their attack values.
In this case, I have far, far fewer troops, but they've got almost twice the chance of hitting, and as they attack on the first tier of combat, your troops would be killed before they even got to roll (let's say that in round one, I kill off 4 of your mercenaries...then the battle is essentially 16:10, since your four dead guys don't get to fight back).
-=Vel=-
|
|
|  |
 |
|
BigRich@home
|
|
Wales
Apr 2002 time: 05:19
|
|
quote: Originally posted by Velociryx
::nodding:: I see what you're saying Og, and I like the analogy....a good one indeed!
Now, to address the point brought up earlier regarding making use of actual battlefield strategies (flank, envelope, hold ground, overrun, etc). Could we perhaps make use of "cards" to deliver generally scripted forms of battlefield attacks? What I'm thinking here is that we could come up with several "forms" of attack, make a cross reference chart (ie - what happens, Attack and Defense value wise if I attack to overrun you, and you choose to hold your ground at all costs?)....the computer could calculate the different effects of the various strats we select, adding in modifiers for the presence of a leader, and we could perhaps even grant the unique leaders in the game "experience points" such that one leader might excel at making flanking attacks, but be less successful when ordered to hold his ground at all costs, and this could be reflected via combat modifiers for the troops under his command.
-=Vel=- |
Hi folks,
A couple of random ideas. Dunno if they're much good but I thought I may as well chuck them into the melting pot!
Make your armies a bit like the Civ 3 Armies. Each army gets a blank roster sheet with say six 'company' slots. In turn each company gets 3 'brigade' slots (military buffs out there will no doubt pick more appropriate terms ), and a 'leader' slot for the general.
The player can load up the roster as he sees fit. Unlike Civ 3, the composition of the army can be changed/upgraded at will (at a suitable place, like a barracks or whatever)
The roster is a blank one size fits all thing. So you can stick together a couple of light cav brigades for a quick scouting force, or put together a full on invasion force with archers, heavy cav, the works.... its up to you.
In combat each 'company' moves as a separate entity on the battle field. So the player has a maximum of six units to move around. Each of these units of course is made up of three brigades, so each company may be a mixed force, thats OK in most circumstances, or a 'stack of doom' of one particular unit that will kick ass in some circumstances but be chopped apart in others. Each company may also have an attached general, who can give bonuses to that particular company as described by others.
I think this would give plenty of tactical variety if the player wanted to direct everything hands on. For auto resolution, you issue the army as a whole a general order - 'defend at all costs', 'hit and run', 'overrun' or whatever. Each company in the army gets a score for *each* sort of tactic, depending on how it is put together. The scores are added up to give an overall attack and defense value for the army to be fed into whatever combat determining equation you're using. So in principle any army can try and use any strategy, how successful it will be at a given strategy depends how it is made up.
Battles take place on the main map (square/hex based?). At the start of a battle, the map zooms in to one square and the fun begins. Of course if that square is being used for resource harvesting then you are going to get a lot of scared peasants in the way to be saved or slaughtered
Companies are depicted as *groups* of soldiers if possible. I know its way early in the design stage to be concerned with graphics but this would make the combat a lot more epic, rather than the Civ style one figure against another. Plus each group can have a flag - shows presence of general and if a hit point system is being used, this can correlate to the number of soldiers in the group.
Ooops got a bit carried away there and went on for longer than I intended. My apologies if this is all old hat or is (inadvertently) lifting well known concepts from other games.
cheers,
Rich.
(Can't code, can't draw, can make the odd suggestion.)
|
|
|  |
 |
|
Velociryx
|
 |
of Candle'Bre
Apr 1999 time: 05:19
|
|
Thoughts on armies, leaders, fate stuffages, and other things combat related:
The way I visualize it in my head, the army is the basic unit of battle in the game. The troops IN the army pretty well could be said to represent the "hit points" of the army ( 1 unit of whatever = 1 "hit point" for the army in question).
In Civ/EU, when battle is joined, it is a passive affair, from the perspective of the player. You move your guys toward some badguys, they start slugging it out, and someone is eventually left standing.
That's not very engaging, and I would not even consider that manner of combat resolution a measure of last resort. The big thing about our combat engine is the multi-tiered approach, which BEGS for combat interaction....the real trick though, is to make that interaction interesting and engaging to the player.
There have been a lot of good ideas fronted thus far, so let's see if we can begin to gel what we've got into a cohesive whole and see what the beast might look like on-screen.
Minimalist approach:
two rival forces meet on the main map, in the same territory. A battle display box pops up for order giving. If there is no leader present, a 'default' (generic) leader is assigned to the force. Said leader has at least some minimal understanding of battle tactics and whatnot, but he's probably not very good at anything. If you have a leader, then the leader will have expertise in certain types of attacks.
Step one, in combat resolution:
Overall strategy for the current round is chosen (via popup?)
(Flank, hold, envelope, overrun, general advance, etc)
If MP, the player with the most experienced leader selects his strategy last, and has a % chance of intel (some indication of what strat the other guy selected....call it the difference between the two leaders' experience levels or something)
If SP: The human player always selects his strategy first.
Step two, in combat resolution:
tactics for the current round are chosen. This is down on the tier level (will the archers execute precision strikes or no? If so, who will they target? Is the cavalry prepping for a charge, or making a standard attack? That kinna thing) - again, this could be handled via popups and/or be pre-defined by the user ahead of time).
Step three, in combat resolution:
The attack is resolved...step two is where the "dice are rolled" and the strategies chosen from step one are cross referenced with each other to provide bonuses to a/d values according to the cross reference chart.
Step four, in combat resolution:
Losses taken, option to withdraw presented to either side it applies to (in the case of attacking a neutral territory, the neutrals do not have the option to withdraw).
Repeat till the battle is won.
Advantages: Pretty easy to code. All the "action" takes place on the main map display, with interrupts and orders issued via popups to the main display. We can also build in an option to "keep everything the same and press the attack" such that the combat would continue to the bitter end using the previously selected commands unless specifically interrupted by either side.
Disadvantages: popups can get tiresome, and there's no active control at the unit level with regards to units. This could limit some of the Fate Card possibilities that could impact specific units....or at the very least, make their impact difficult to spot/guage effectiveness.
****
Another option:
Battle Map zoom
When battle is joined, the main map vanishes, to be replaced by a hex-drawn battle map with armies squaring off at opposite sides of the map. This is more graphic intensive and requires two things to make it look good. Good unit animations, and attention to the battle map itself (terrain effects at the tactical level - High ground, levels of fortification for dug in defenders, etc).
Rather than relying on a "tiered" system as we have outlined for the core rules of the boardgame version, we could assign each troop type an initiative rating, movement rate, attack value, armor value, damage per attack, each unit would have a set number of hit points, and experience (gets better for surviving battles), damage range, etc. Leaders could be assigned to a particular "stack" and provide their leadership bonuses TO the stack assigned to, or perhaps have a command range, such that their full bonus would apply to all stacks in range, and leadership effects would fall off outside of that range.
Advantages: Combat could be controlled to an exquisitely fine degree....individual units could be placed for maximum effect, and we could do without the "general strategy" selection, cos the units themselves would be moved and positioned to execute those same effects by each player. If the battle map is large enough to really allow maneuverability, and if attention is paid to terrain effects, this could give a quite engaging combat experience. Would make Fate Card implementation easy (similar to hero spell casting in homm).
Disadvantages: Could lead to game mechanics driven strategies as opposed to battlefield strategies. Take a while to code properly, more graphics intensive. Unless we had a really good AI for autocombat, each piddly battle would have to be fought out manually, which could get tedious.
***
Others? I'm sure there are more that encompass many of the ideas here, but my back's killing me and I'm gonna go lay back down with the icy hot...UGH
-=Vel=-
|
|
|  |
 |
|
Velociryx
|
 |
of Candle'Bre
Apr 1999 time: 05:19
|
|
Hey UR!
On my way to bed, but first...an answer to your questions!
The number of different *types* of combat units is relatively small (Infantry, Pike, Mercs, Skirmishers, Archers, Cavalry), but the total number that could appear in an army is...well, anybody's guess, but those numbers could get quite large.
Units are of variable strength, per tech advance (increasing tech levels see an increase in a/d values of units across the board, in addition to providing special abilities (ie - infantry, at some point in the game begin to gain abilities similar to cav (beginning with gaining the "initiative" special, and eventually able to execute charge/flank manuever)).
-=Vel=-
|
|
|  |
 |
|
Urban Ranger
|
|
Apolyton Duke of Off-Topic
|
|
quote: Originally posted by Velociryx
The number of different *types* of combat units is relatively small (Infantry, Pike, Mercs, Skirmishers, Archers, Cavalry), but the total number that could appear in an army is...well, anybody's guess, but those numbers could get quite large. |
In which case, you might want to develop how each of these units work: how they attack, defend, move, affect each other in a sort of combined arms way, etc.
For example, the Skirmishers might be lightly armed and armored, giving them movement bonuses in difficult terrain. Perhaps, say, they are the only unit type that can cross certain impassable hexes. Further, due to their specialised training, they can effectively hide in terrain, making them invisible to enemy units. They gain bonuses striking at the enemy units' flank and rear. Perhaps they have a first strike ability when attacking certain ways. They can't stand up to frontial attacks by heavier units, but they can decimate archers if they attack with surprise.
quote: Originally posted by Velociryx
Units are of variable strength, per tech advance (increasing tech levels see an increase in a/d values of units across the board, in addition to providing special abilities (ie - infantry, at some point in the game begin to gain abilities similar to cav (beginning with gaining the "initiative" special, and eventually able to execute charge/flank manuever)).
-=Vel=- |
Looks like you need to carefully delineate the various abilities. If infantry starts to gain cav abilities, what will that make cav units? What is their purpose then?
|
|
|  |
All times are GMT. The time now is 05:19. Apolyton Time is 00:19. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|