hopefully the tactical battles ARE really tacitcal

right now all that seems to matther is total combat rating - single attributes dont matter, just be stronger and you will kill your oponent - i REALLY hope the tactical battles will be tactical in a way that smart moves, use of abilities/spells and unit combination will let you beat an enemy that has a much higher combat rating...

18,659 views 28 replies
Reply #1 Top

I agree, but I think there will be a problem if tactics can easily beat excellent strategy. Knowing Stardock, however, I trust fully that they will "get it right."

There is one thing I'm afraid of, though...heroes. I'm afraid we might not be able to treat them like units. In HOMM5, they auto ran away and such like that. They couldn't be attacked, like they were disabled and in need of protection -- that's what such a thing is, a disabling. I want heroes to fully be part of the tactical combat, to be used directly...to be killed directly if that should happen. I want the heroes to be mine, not the game's.

Remember, though, Stardock tends to listen, and they are not arrogant; they can accept ideas that didn't originate with them. This is to say, the way it is now it not set in stone...remember, we're still in beta.

Reply #3 Top

Well, auto combat surprised me a bit, it tries to save your heroes even in hard battles: first it lose regular units, trying to block attacks with them

Reply #4 Top

Auto combat/resolve is far from being perfect right now, but don't worry....I am pretty sure that it will be perfected in the upcoming weeks.

Reply #6 Top

interesting tactical battles (reference here i think should be table top games such as warhammer, thats why we also need more complex battle rules / skills / attributes, unique skills etc...) is one main reason why i want that game - that is what keeps you playing, stays interesting and could even be a major point for multiplayer...

one thing i think is also important is that fights are not automatically over won when the sovereign is killed (especially for potential multiplayer) it should rather give all units a massive morale decrease but still continues the battle

Reply #7 Top


right now all that seems to matther is total combat rating - single attributes dont matter, just be stronger and you will kill your oponent - i REALLY hope the tactical battles will be tactical in a way that smart moves, use of abilities/spells and unit combination will let you beat an enemy that has a much higher combat rating...
End of quote

Actually, I had a battle with four heroes that can't kill a mob because their attack rating is too low.  They have a better overall combat rating but, according to the combat log, keep missing when they try to hit.  I tried this battle several times to see if I could change the outcome, but it's always the same.

Later,
LAR

Reply #8 Top

Elemental seems to have more of a master of magic feel than HoMM....so I think (hopefully?) heroes will be in combat.

 

Does anyone know how the unit stats break down? I noticed archers can 'shoot' at adjacent tiles, which seems to be based off of movement bonuses.  But what is the advantage to building a squad of weaker armed/armored soldiers vs building an individual 'elite' type soldier? Im assuming its because only one figure in a unit is attacked at a time, but is that it?

 

 

 

Reply #9 Top

I hope the tactical battles are similar to Master of Magic.  I know I had combats that I would always lose on auto-resolve, that I could win by controlling the fight.  Usually involving missile attacks while keeping the enemy at bay with Earth to Mud, or massed Phantom Warriors.  I hope that magic used in Elemental combats will be as versatile as MoM magic.

Reply #10 Top

jup... i kinda think more beta testing at current state is a bit useless - the answer for most critic is - it will be in the end game well fine...then ill wait for that...cause 99% of all bugs seem to be reported...

Reply #11 Top

I do sympathize, the combat is pretty awful right now - very "civilization," compare the numbers, send a unit in and the game rolls a dice. But it doesn't bother me yet, keep in mind that this is not the tactical combat beta, I don't expect them to even touch combat 'til Beta 3. There is a point to this beta and it's not combat, it's everything else - graphics and stability and economy and (eventually) magic, diplomacy, etc etc.

I might question how well we can really evaluate some of those systems, without tactical combat to test out our new technologies and spells and such, but still - there are things that can be tested without 'real' combat, combat's turn will come in Beta 3.

Reply #12 Top

i have a question - how does the program decide which of my units will actually fight / being attacked? it seems that if you fight several battles, the programm always lets the same unit fight - starting with the one the farest away from your hero regarding the group icons...your sovereign always seems to come last... until that unit dies then the next comes...

 

example - my group is Sovereign / hero 1 / hero 2

battle one, hero 2 is used and looses some hp

battle two, hero 2 dies and hero 1 gets injured

battle 3... and so on

 

is that explicitly wanted that way that one after the other is used/killed in auto battles therefore units are not injured randomly??

Reply #13 Top

Will tactical battles be something like NeverWinter Nights down to the character level or hex based (Kings Bounty)? I think the tactical battle system could make or break the game. Would really like to see a video of tactical battles!

 

Reply #14 Top

Quoting pad152, reply 13
Will tactical battles be something like NeverWinter Nights down to the character level or hex based (Kings Bounty)? I think the tactical battle system could make or break the game. Would really like to see a video of tactical battles!

 
End of pad152's quote

Was going to be more realtime like NWN, was recently changed to be tile/turn based.

Reply #15 Top

Yes a good well designed tactical game is the MOST important aspect of this game. I found the MoM or AoW combat quite good. But it could be even better if the designers are adept in historical wargame concepts too. Unfortunately today the tactical combat in contemporary fantasy games is better in graphics but its basic concepts are rather bland and childish. (Disciples or Homm which is IMO awful)

What I would like to see is, if I recruit a cavalry unit, then its role should FEEL like a historical one (medieval or ancient) in tactical combat. (which means, that you should have incentive to use it if it is heavy armored as shock cavalry as it was in reality. Other uses could be scouts, or pursuit cavalry or for covering flanks if lightly armored) More modern variations if you they have flintstone pistols or the elemental fantasy equivalent of them, they could be used as skirmishers to soften up enemy formations)

I dont speak from "complicated" rules. No. All these effects above can be done with some few simple basic ideas. (eg. giving units special abilities like "shock combat" or "skirmish" and not just attack and defense numbers)

Now such depth I would love to see in addition with all fantasy goodness like spells and dragons. But for balancing such a ruleset its not sufficient that the designers are good computer programmers or adept in the usual computer games. For these its necessary to take a deeper look at board and PC wargame concepts and ancient historical warfare.

 

Reply #16 Top


right now all that seems to matther is total combat rating - single attributes dont matter, just be stronger and you will kill your oponent - i REALLY hope the tactical battles will be tactical in a way that smart moves, use of abilities/spells and unit combination will let you beat an enemy that has a much higher combat rating...

End of quote

 

well tbh i dont

tactical battles need to be... tactical but cant completely overrule the base strenght of a fight

 

if you are able to win with a spider army a dragon just with better tactics and few spells then whats the point of macromanagement?

just build 2 3 peasants and own the world with them

 

the risk is ending like in kings bounty where battles are so open and easy than they dont matter anymore

Reply #17 Top

Quoting ddd888, reply 16

quoting post
right now all that seems to matther is total combat rating - single attributes dont matter, just be stronger and you will kill your oponent - i REALLY hope the tactical battles will be tactical in a way that smart moves, use of abilities/spells and unit combination will let you beat an enemy that has a much higher combat rating...


 

well tbh i dont

tactical battles need to be... tactical but cant completely overrule the base strenght of a fight

 

if you are able to win with a spider army a dragon just with better tactics and few spells then whats the point of macromanagement?

just build 2 3 peasants and own the world with them

 

the risk is ending like in kings bounty where battles are so open and easy than they dont matter anymore
End of ddd888's quote

 

Why shouldn't more intelligent use of your resources be able to net you a victory when the odds aren't in your favor numerically? That's pretty much a staple event in many battles throughout history and fiction. Nobody is saying you should be able to take down an army of 10,000 heavy cavalry with 100 peasants. I don't think there is a valid tactic the peasants could provide that would let them defeat 10,000 heavy horsemen. Extreme examples are not what you need to be using to discuss this.

Reply #18 Top

Quoting Slainangel52, reply 17

Why shouldn't more intelligent use of your resources be able to net you a victory when the odds aren't in your favor numerically?
End of Slainangel52's quote

 

im not saying that

im saying that tactical should matter for a % but not so high that could allow a completely lost battle to be a victory

ofc should allow a 40% chance to be a win or something like that

 

its like in a soccer game, when you are able to beat spain with swiss then the game is flawed cause swiss could never beat spain in a real game, right?

 

That's pretty much a staple event in many battles throughout history and fiction. Nobody is saying you should be able to take down an army of 10,000 heavy cavalry with 100 peasants. I don't think there is a valid tactic the peasants could provide that would let them defeat 10,000 heavy horsemen. Extreme examples are not what you need to be using to discuss this.

End of quote

you are right

its impossible to set a limit anyway im just saying that shouldnt count ONLY the tactical battle

it should matter, in a way were you can slightly change the fight but not completely

 

also its to note thats sometimes a choice happens

maybe there are battles you could win spending a lot of "mana" and resoursec but you choose not to cause they arent important and battles in town or to save powerful heroes that matters more

Reply #19 Top

I'm a little confused by the constant comparisons to X-Com (not in this thread). While I love X-com... I don't know how literal people are about it. Do people really want to put their bowmen on overwatch? Or crunch action action points to maximize the efficacy of sword blows?

Reply #20 Top

Quoting MagicwillNZ, reply 19
I'm a little confused by the constant comparisons to X-Com (not in this thread). While I love X-com... I don't know how literal people are about it. Do people really want to put their bowmen on overwatch? Or crunch action action points to maximize the efficacy of sword blows?
End of MagicwillNZ's quote

 

yeah i doubt it

im more for a "faster" style like MOM/kings bounty

Reply #21 Top

Good tactical needs :

  • Placement of units matters : if you're on higher grounf you should have a bonus on damage but a reduced evasion, attacking from behind should give bonuses to hit %age, pincer attacks, ambushes in special squares
  • Morale : it shoudn't be only bonuses/maluses. It should be about breaking, being pinned, fleeing in terror, being paralyzed by terror, being berzerk, getting less morale maluses when you get hit.
  • If you have 1 hit point you shouldn't be fighting like if you had your full HP. There are two ways to do it : %age (if you have 50HP/100HP you gat 50% maluses on your attack and defense, thus first strikes would be really important) or "wounds" (each time you get hit you can lose HP and get a wound dependant on the number of hp lost. 125 HP lost ? You'll have a greater wound that lessens you attack/defense/morale and you start bleeding. 1 HP lost ? that's just scratch = no wound)
  • Separating two things in armor and two things in attack : probablity to hit/escape the hit and how much damage is done/reduced.
  • special skills : like aikido that would let units reflect damage if they succeed a "concentration" (or whatever you want) roll, chareg that would let you get more damage (multiplied by the number of squares travelled to close combat) but less defense for the round, feint enemy, trying to bash without killing, capturing, skilled retreat, anti-cavalry defenses, decoys

Add magic and you get something really interesting.

Reply #22 Top

Quoting vieuxchat, reply 21
Good tactical needs :


Placement of units matters : if you're on higher grounf you should have a bonus on damage but a reduced evasion, attacking from behind should give bonuses to hit %age, pincer attacks, ambushes in special squares
Morale : it shoudn't be only bonuses/maluses. It should be about breaking, being pinned, fleeing in terror, being paralyzed by terror, being berzerk, getting less morale maluses when you get hit.
If you have 1 hit point you shouldn't be fighting like if you had your full HP. There are two ways to do it : %age (if you have 50HP/100HP you gat 50% maluses on your attack and defense, thus first strikes would be really important) or "wounds" (each time you get hit you can lose HP and get a wound dependant on the number of hp lost. 125 HP lost ? You'll have a greater wound that lessens you attack/defense/morale and you start bleeding. 1 HP lost ? that's just scratch = no wound)
Separating two things in armor and two things in attack : probablity to hit/escape the hit and how much damage is done/reduced.
special skills : like aikido that would let units reflect damage if they succeed a "concentration" (or whatever you want) roll, chareg that would let you get more damage (multiplied by the number of squares travelled to close combat) but less defense for the round, feint enemy, trying to bash without killing, capturing, skilled retreat, anti-cavalry defenses, decoys

Add magic and you get something really interesting.
End of vieuxchat's quote

 

Agreed on all counts

 

Reply #23 Top

Also agreed.

The idea of moral and unit effectiveness was a big part of my thread on persistant status effects.  Magic (or unit abilities) should have the potiential to place poison, insanity, (possibly domination effects by an enemy) that persist even after a battle and have strategic consequences for a surviving unit after a battle. Units that have a break in moral and sucessfully flee the battle, would remain on the strategic map, and may be rallied by a nearby friendly hero. Insane units may go berzerk and attack friendly units or towns, or may just wander off being outside of the "control" of their soveriegn.  Dominated units could be used by the oppossing soveriegn until the domination effect was broken, or wore off.  Additionally, movement on the strategic map should be also determined by the relative " health" and rest levels of the units. ( Wounded or fatiqued units will move slower ).

All of these types of persistant unit "status" effects would have an effect strategically. But none of it would matter if the "tactical" portion of the game is not well thought out. Having the ability to have units "retreat" off the tactical battlefield should also be allowed. Many times in historical ( and fantasy) battles, a few units engaged with a superior enemy, wuold sacrifice themselves to allow other units to "escape" to fight another day. Terrain should be a "big" factor..... Think of the movie "600" where a small elite force used a natural "Terrain" bottleneck to hold off an army that was over 1000x it's size.

The other major issues for any tactical "combat" would be the various uses of combined arms.....  Elite armored Hoplites or pikeman (with sufficent "ranks" are nearly immovable and unstoppable from the front, but weaker on the flanks and very weak from behind.)  Also they move slowly. Calvary moves quickly, and can attack infantry from the sides or rear where it is weaker due to their mobility. Calvery is weak against misslefire ( but relies on it's speed to outrun it) and is weak against immovable blocks of infantry if it attacks infantry from the front.  Calvery can detroy archers quickly if they can close to melee range. Archers are weak in melee combat, but can weaken enemy infantry ranks in range ( especially more lightly armored infantry) and can decimate calvery that remain()s in it's effective range.  Archers are generally as fast, or faster than infantry in movement, due to lighter armor.  Artillery ( Balisticas, Trebuchet's, catapults ) are very slow moving, but are excellect at siege warfare, or punching big holes in enemy lines. They definately are vulnerable to anything else at close range.

Vieuxchat, you definately have the right idea.  The Tactical combat ( and how it effects the overall strategic situation) will have a very big impact on whether EWOM is a truely "great" game or just another "coulda been a great" game.

 

Rich

Reply #24 Top

Quoting TOWDrac, reply 1
In HOMM5, they auto ran away and such like that.
End of TOWDrac's quote

 

What drove me nuts in that game was if you hired merc heroes you didn't get to develop them; they left after a single battle. Why not stick around someone fighting a war when you're a merc? :|

Reply #25 Top

Quoting MagicwillNZ, reply 19
I'm a little confused by the constant comparisons to X-Com (not in this thread). While I love X-com... I don't know how literal people are about it. Do people really want to put their bowmen on overwatch? Or crunch action action points to maximize the efficacy of sword blows?
End of MagicwillNZ's quote

X-Com combat is not designed for a fights in the open, without any cover. So it's pointless to use that system. I think a better candidate is a wargame Fantasy General or tactical JRPGs like Gladius or Disgaea.