Another idea on tactical battles.

In regards to the "richness vs. random" discussion.

An option that I thought of is we could have some set maps, but then goodies could randomly be scattered around.

An old tower that a few units could fortify and defend from.

Random itesm like swords, armor, potions etc that the first unit to gets a related bonus for the duration of the fight.

Some battles could randomly be "capture the flag" - each side has a flag behind their lines, and the first side to grab the flag and return it to their own flags position (while defending their own flag) gets a big morale bonus for the duration of the battle. The unit carrying the enemy flag would have a flag icon above it, and if killed the flag reappears at it's starting location

Lots of other possibilities.

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Reply #1 Top

I like the idea. :thumbsup:

 

Maybe to make the "capture the flag" a little less gamey: Instead of having a flag somewhere behind your lines for no apparent reason, a new type of unit could be introduced, the army standard bearer. This guy could be reasonably expensive to produce (and fun since you could design the flag - maybe even a magical/enchanted flag with extra benefits might be a possibility), and his job is to add to the morale of all/nearby troops. Of course only as long as the guy is alive - if the enemy captures your standard, you would lose said benefits, maybe even get a penalty to morale.

Reply #2 Top

I like this general direction. In fact, I already proposed something similar in the reply to the orgininal thread discussion. My idea was to combine the function of a randomly generated map (fitting with the terrain) with superimposed premade elements, like items on the map, terrain features placed in order to create tactically interesting battles, etc. SD would just need to programme that some elements can't be placed on some types of tiles. 

As regards the flag capturing, I personally think it is much too phony for this game: you play a fictive story and don't want a flag contest to suddenly appear (also goes for sandbox). 

Otherwise I think a mix of map-based randomization and premade elements is the way to go.