[Tactical Combat] How to make it simple and provide variety

Below is how I like TC will work in EWOM.  I want it to be simple to understand, but provide a lot of variety for both humanoid and monster units. 

How I would like Tactical Combat (TC) to work

-    All TC should be finished in 12 turns, keep it somewhat short
-    Keep the total number of stats minimal; I suggest only ATT, DEF, HP, DAM, SPEED, MOVE, Weapon Reach,  Cover%, (and maybe Luck%, Morale)
-    Allow dozens of effects that modify the stats mentioned above, e.g. exhausted, poisoned, paralyzed, etc
-    Allow only 1 type of physical damage; Blunt/Cutting weapons damage vs different armor type is very boring & complicated to represent
-    Allow a handful of mental, magical damage/resistance types
-    Discourage Kiting in TC and strategic map

The Battlefield
Zone of Control (ZOC):   Your enemy cannot bypass your surrounding 1 tile ZOC unless their SPEED is way higher than yours; e.g. the Mongols.  ZOC is bypassed if your unit’s Total HP is way less compared to your opponent; e.g. a lone ranger cannot hope to hinder an elephant charging towards him.

Flanking mechanism: most normal humanoid units are vulnerable at its back

Turning mechanism: if there are more than 100 units in that tile, normal humanoid units need 1 turn to turn their facing 180 degree

Back stepping mechanism: if gamer need to maintain their facing direction & there are more than 100 humanoid units in that tile, normal humanoid units can backstep only 1 tile per combat turn

 Troop formation mechanism

- Each TC tile can only hold a maximum predefined number of troops, depending on the Size of the individual troop.   For example, a tile can only hold 2 Gigantic sized Dragon, or 500 Medium sized humanoid Infantry, or 200 Large sized Cavalry.
- When your stack has 2000 infantry units, the game automatically split it into 4 at the TC deployment stage.   This provides variety because each occupied tile has its own ZOC, representing additional choke point that your opponent cannot easily bypass

- A hero/Sovereign who learnt “Deployment skill” will have some flexibility to adjust this maximum, so there can be more Total HP in a tile, or use a more spread-out formation (thus gaining more ZOC)

Battle Tactics:  Some specific units/hero can push/pull their opponent on the TC map during an assault.  If the Total HP of the pushing/pulling unit is higher, they have better chance of succeeding.   For example, if your dragon can pull your enemy one tile closer, so they become within your archer’s attack range. 

How a unit is designed will make a huge difference in Tactical Combat
   
First Strike:    determine which party gets to strike first by adding SPEED, Weapon Reach and Height Difference together.  For example:

A fast Calvary (SPEED =5) carrying a sword (Weapon Reach =2) will be able hit infantry (SPEED=2) carrying a spear (Weapon Reach=4) first; only those surviving infantry will then response with a retaliation strike.

However, if the same infantry is standing on higher ground, enjoying a Height Advantage of 3, the infantry will instead get the first strike, because 2+4+3 > 5+2

-    And it does not mean Spear is always better than Sword, because sword is allowed to strike twice in a combat turn, potentially dealing more maximum damage.  
-    Weapons like Spear, lance etc will reduce flying/mounted opponent SPEED by 50% in the first strike calculation
-    Flying units usually strike first, because they have natural Height Advantage

Cover %:  Each unit has a Cover % that will be added to the tile terrain’s inherent Cover %.  This % is compared against projectiles attacks like arrow, canon or breath weapon (half effectiveness)

- For example, a dense jungle has a natural 100% cover, when someone hides there, those units become invincible against projectiles.    Another application of Cover%; breath weapon check against Cover%, but it will naturally cut the effective % to half.

- Units equipped with shield increases both Cover% and DEF.  However, the larger/heavier the shield it is, the more it reduces the units’ SPEED and/or MOVE.

- Units hiding in terrain with high Cover% will become ‘invisible’, unless 1) some opponent unit is right next to it, 2) some opponent is on higher ground & close to it, or 3) it made a ranged attacked last combat turn & remained stationary this turn.

SPEED (vs Evasion): 

-   Units have a 10% chance of completely evading a hand-to-hand normal attack, for each 2 points SPEED advantage you have over your attacking opponent
-   Each spell has its own SPEED (modifiable by caster level).  Your unit can evade a spell if it has a high enough SPEED.
-   Different ranged attack has its own SPEED.  For example, if there is gun as a weapon, it is a really high SPEED ranged attack.
-   SPEED is mostly based on the unit’s fraction (or the inherent SPEED if it is a monster), and how it is equipped.  
-   And during TC, your unit’s SPEED stat is also adjusted by many factors, for example:
A} Unit SPEED is reduced in certain proportion to the % Total HP lost during combat since turn 1.   It means if your unit has been severely damaged after a few turns, it cannot evade, become more vulnerable to first strike, or spells etc.
B}  High Morale, or good commander leadership
C} Units located in a swamp/river terrain will have SPEED reduced
D} Units with Exhausted, Paralyzed status will have greatly reduced SPEED

E } Spear/Lance units will have its SPEED reduced if they are in forest/jungle

Any comment or further suggestion?

10,037 views 8 replies
Reply #1 Top

All TC should be finished in 12 turns
End of quote

 

 

I'm not sure if I like that idea.

I understand if their a huge battle that will take over a hour to finished the whole tatical combat and it's a good idea to put a limit to it, but 12 turns? 

 

I rather let the suppy that my troops carry be my timer for when my tactical combat battle is over

 

or unless, if no side take damages within the first 15-20 turns than the battle is over.

Reply #2 Top

A couple thoughts.

- The turn limit should be higher, unless units have very high lethality.

- No 'zone of control system'. Enemies moving through (out of) a square adjacent to an enemy melee unit should give up an attack of opportunity.

- Attacker and defender should attack simultaneously (if possible), unless one unit has 'first strike' and the other unit does not also have 'first strike' or 'negate first strike'. Generally, cavalry should have 'first strike' and polearms should confer 'negate first strike' to their user.

- No facing system.

- No unit-based cover system. Defense can handle this. Special terrain features -- walls, large rocks, trees, etc. -- should confer defense bonuses, but these features should be rare.

- 'Evasion' should be an ability, not a basic stat.

Reply #3 Top

how bout a limit of 12-20 minutes ... not 12 turns (unless an ambush/assasination/guerrilla attack)

Of course, with speed options, most of the small skirmishes should last less than 5 minutes I think ... only those epic last stand type of battles, or battles with Sovereign vs Sovereign, that would take awhile. (I'd still like to play them all out though!!)

Reply #4 Top

But it's a TBS, not an RTS. Why should the amount of time matter? If I spend more time nervously clicking on a unit's profile, why should that decrease the in-game length of the battle?

Reply #5 Top

I admit 12 turns is just an approximation.  I am not suggesting hard limit either.  Maybe it is better be 12-24 turns.  Anyway, I just want to express it that the combat should not be too long.

Quoting zigzag, reply 2
A couple thoughts.
- No 'zone of control system'. Enemies moving through (out of) a square adjacent to an enemy melee unit should give up an attack of opportunity.
End of zigzag's quote

Why not?  You suggestion may work too though.

Quoting zigzag, reply 2
A couple thoughts.
- Attacker and defender should attack simultaneously (if possible), unless one unit has 'first strike' and the other unit does not also have 'first strike' or 'negate first strike'.
Generally, cavalry should have 'first strike' and polearms should confer 'negate first strike' to their user.
End of zigzag's quote

My OP is expressing similar thing, but it just try to use "attributes" to express that.

Quoting zigzag, reply 2

- 'Evasion' should be an ability, not a basic stat.
End of zigzag's quote

I have changed my mind rgds to this in a newer post, in the "General Discussion" area.

Reply #6 Top

Quoting zigzag, reply 4
But it's a TBS, not an RTS. Why should the amount of time matter? If I spend more time nervously clicking on a unit's profile, why should that decrease the in-game length of the battle?
End of zigzag's quote

It is not TBS nor RTS for tactical combat.    It's continuously turn based instead.  Check out a discussion in the General area too.

Reply #7 Top

It is not TBS nor RTS for tactical combat. It's continuously turn based instead.  Check out a discussion in the General area too.
End of quote

Ugh. That's horrifying. I thought continuous turns meant 'simultaneous turns'. Not Diablo with a pause button. I'd have to reconsider the zone of control/attack of opportunity debate. I'm not sure either work in real-time.

As for the rest, generally, I think that the number of attributes should be kept to a minimum where special abilities can achieve the same results. I can give reasons for this if you want.

 

Reply #8 Top

er ... I meant approximately. assuming several turns happen over the course of one minute (if running at normal pace) ... then thats a possible of 30-50 turns (instead of 12 turns) but just giving a reassurance that it shouldn't take too long. After all, alot of people's concern with battles is that it will take too long for turns. After all, about 50% of those turns will just be following up basic movement actions. You could spend an extra 5 minutes selecting turns in the thick of battle if you want, I was just giving approximate estimates to base a (larger than 12 turn) maximum on. Yea, I suppose I needed to be more clear :p

 

Now, as for Zone of Control, ZOC would be working on the World-strateical map. If an enemy army enters your ZOC (will probably require you to have a certain army size and possibly a tech or two) then you have the UI pop-up option to attack said enemy. If you are victorious, you (imho) should move to the tile of the defeated army.