Tactical Combat: Increasing AI's Role-- you might want to flame...
Having read the recent discussions on tactical combat and the variety of topics that are being opined, I started thinking about a game concept that might address some disparate issues. This is a Brainstorm (or BrainFa--), so that is the spirit it is offered in. Here are the different points of view that has led to the subsequent idea:
1) A good AI will never compete well against a good player-- ultimately I will crush the AI in most tactical battles unless they cheat or have overwhelming numbers superioirty.
2) "I am one of those players that would just love to watch the AI go against each other" (Frogboy, etc.).
3) In a TBS game the level of micromanagement could prove overwhelming with multiple units on the battlefield.
4) You Are The Sovereign.
5) Ways need to be implemented to limit Tactical Battles from being cumbersome and drawn-out, (Last Man Standing, etc. etc. etc.).
6) Making important choices that have consequences is fun.
Given these varied comments I would offer the following for consideration: In (likely) the majority of tactical battles you do not control your entire force. You (as the Soveriegn, family member, general, etc.) control a maximum of 9 (pick another number) units while the AI controls everything else. You only have these 9 units to signficantly influence the battle, you select which 9 units to command, to only give orders to, to effectively manage on the battlefield, etc. From a realism standpoint (hate that word in a fantasy setting) a general can only effectively command a maximum number of units on the battlefied. This 9 units could be influenced by some Sovereign/FM/General characteristics (e.g. 7-11 by example) but fundamentally you can only control a handful of units in your battle while the AI controls all others. This precludes the initial battlefield set-up which would be done by the player.
I believe such a concept would help resolve much of the six points noted above....