Tile-less tactical?

How easy would it be to mod Tactical battles into turn-based battles without tiles?

2,920 views 4 replies
Reply #1 Top

Or even make it dot based, where a single soldier can stand on 9 points of a square (4 corners, 4 sides, and center) ... so you could theoretically have 9 soldiers crowding around a single tile in the thickest of formations ....

and which could mean you could hold several champions on a single tile ...

 

So some units could be fixed ... you made a 20 man phalanx that fills 3 squares wide ... ( or more accurately, 21 man phalanx that is 7 collumns wide)

and you can assign units during the set up battle phase .... select 3 combat master Champions into an arrow formation on a single tile. The unit (consisting of the three champions) would be a temporary formation for the duration of the battle.

Reply #2 Top

In this way, I feel that you could stick to each individual soldier having its own stats, even if its part of a larger formation. And each weapon has a different range of dots.

Like a Spear, Halberd, or Pike could have a 2 (or 3) dot range, and a Gladius or Dagger could have a 1 dot range .... and longswords and Claymores could have (depending) either a 1 or 2 dot range, yet only if there are no obstacles ... while pikes, spears and halberds could have a 2 (or 3) dot range regardless of obstacles (meaning 2 rows of fighters with long type weapons can attack you at the same time if you are 1 dot from their first row).

Or .. in lamens terms, Halberd and Pike fighters can attack you over the shoulders of their allies.

 

In this way, instead of your WHOLE unit attacking their WHOLE unit, your frontlines attack their frontlines.

Reply #3 Top

I've noticed that on the strategic map, you can move your Sov around freely inside a tile, I was thinking it may be possible to shoe-horn tileless movement even into the strategic map. And that would be awesome.

For example replacing the tiled movement system, with 2 radii, one for movement and one for engagement. This would still keep the game firmly TBS. and also eliminate that pesky hex VS space time distorting octagon debate. Though calculating the terrain movement penalties/bonus would take considerable reworking and might be out of the scope of what we will have access to.

Reply #4 Top

I hope it's not out of the scope of what we have access to.

Another mod Idea I have is something similar to Suikoden ... where you start out as a random character (NPC), and recruit other NPCs, eventually get an HQ, use ur characters to command armies vs other armies ... fight battles expand your allies ... always focusing more on the Champions you recruit rather than the armies/ army battles, yet still having armys and army battles.

I suppose what I mean is, a rather static world where perhaps it takes 1000 turns for one year to pass. In such a world all existing people's are already in existance, and all recruitable armies are already there. The only way to gain forces for your cause is to gain allies via quests/diplomacy. No "building" of troops, merely recruitment and re-equippage.

Sure you can raise taxes and squeeze new recruits from existing towns ... but that could lead to dissention or even revolt.

 

Your main game would be on the smaller RPG level, with a party of champions out doing quests ... yet there is also a War going on and you occasionally have to lead massive armies vs other massive armies and all ur champions have special War-leadership abilities- and these abilities increase with their level.

 

Not sure how possible it would be ... but think of it as an RPG with 4X elements rather than a 4X game with RPG elements.