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Tactical Battle Evolution

Tactical Battle Evolution

Fleshing out its implemtnation

Beta 3B introduces the skeleton of tactical battles.

Here's the basic concept on how they're supposed to work:

Your Combat Speed is translated into action points. We do NOT use your Moves per turn stat (that's supposed to represent endurance and it's not subject to change).

The current system is, however, far too basic of course.  In this thread, we will discuss which aspects of MOM, HOMM, AOW, as well as new concepts you guys would like to see.

Below is the system we intend to implement and we look forward to your thoughts on this:

  1. When a unit attacks another unit, that units gets to retaliate (if it can) against the unit that attacked it.
  2. Action Points = 1 + Your Combat Speed.
  3. Moving a tile uses 2 action points.
  4. Attacking and casting a spell uses 1 action point.
  5. The placement of units on a map will be based on the the composition on the units going into the battle.
  6. Units will have various special abilities (that's why the action tab looks so blank right now).

These 6 things are what we consider the "basic" for day 0.

Obviously, right now, none of these 6 things are in. I am hoping to get a Beta 3C up on Monday that has them though.

On top of these 6 items there is what we consider "required" for v 1.1 (60 days or so after release):

  • More distinction in the action point cost
  • More finesse with regards to the counter attack (in v1.0, we don't plan the counter attack to absorb any action points from the next turn but this is something we want to explore so that ganging up on tough units is more viable).
  • A lot LOT LOT LOT more buffs/debuffs

In the long-term, we plan to keep evolving tactical battles based on feedback. It's not something we're going to push out there on day 0 and call it a day. But I also think it would be naive to think that by day 0 or day 120 that tactical battles will be the end all be all because there is just so much one can do with this area and it's not something that should ever be considered "finished".

392,964 views 274 replies
Reply #151 Top

double post

Reply #152 Top
Quoting ddd888, reply 148


we are not talking about a footman

 

we are talking about dragons, wyrm, powerful champions

 

ofc you can nuke a critter, but you cant with a dragons

so locking a dragons making him waste AP against summoned creatures or shit is a cheating mechanics

 

just a plain sucking of AP cant work, there is a non opinable flaw in this system

 

so rather propose something more evoluted than just draining AP

End of ddd888's quote

 

I disagree. You're effectively blocking off the dragon from attacking for a moment. Of course, if you are only draining his AP with peasants then they won't be able to stop him for long since the peasants would be killed in the counterattacks.

 

As far as constantly draining a dragon's AP with newly summoned creatures that's a balance issue rather than an issue with the system itself.

Reply #153 Top

You're not choiceless any more then you are in other cases, anyway. If I blast a unit into oblivion with magic before you can move it, then you didn't have any choices either.
End of quote

This is a very poor analogy for the situation. There's a big difference between focus firing a unit and killing it, and tying it up with high defense units so it can't move/attack. Units die, but having one that you can't control for consecutive turns because it's getting its AP depleted is not fun.

It's a false choice. Sure you have a "choice" to make it so your stuff can counterattack, but doing so is a bad idea against just attacking first. (Similar to a caster sovereign having the "choice" of spending all their essence. That's another false choice. While you can do it, doing so is such a stupid idea that nobody who knows what they're doing will ever do it. It's a totally meaningless pretend choice, one decision is the correct one.)
End of quote

But this isn't true, you said so yourself:

The only units that will be counterattacking under this kind of system are meat shields brought to get in between the incoming baddies and the important units. The important units will be attacking and then running for cover because they can't defend themselves after doing something.
End of quote

I mean, you oversimplified it, but isn't the point of tactical combat to actually be tactical, and not "everyone does everything"? You'd have your heavily armored units mainly trying to protect your ranged damage dealers - they'd spend all their AP attacking while the their protectors would counter-attack.

You also talk as if attacking and counter-attacking is a 1:1 relationship, but this isn't true either. Under the current proposal we're all running off of, counter-attacking takes half as much AP as attacking. So, you would absolutely have a choice between attacking or defending and the benefits of each will be highly situational.

Let's play with a few numbers:

Say you have a unit with 3 AP and 1 combat speed against units with 1 AP and 1 combat speed, for simplicity. That's 3 attacks, or 6 counter-attacks. If the unit is engaging 2 of the other units, you have a choice between: 1) attack 3 times. 2) attack 2 times, have enough AP for 2 counter-attacks, 4) attack once, save 4 counter-attacks, 5) save all AP for counter-attacks. The obvious choice is 2). You get 4 hits in, and since the opponent can only attack once you also counter each of their attacks. Everything else results in a lower total damage output from you.

Now say you have the same unit and against the same 1/1 units, but now there are 6 of them. You have the same choices, but now the obvious best choice is 5), you save all AP so you counter-attack 6 times and maximize your damage that way.

This is far, far, far superior to any "ha-ha, I can lock down your unit and there's nothing you can do about it" mechanic.

Reply #154 Top

Counter attacks are going into the 3C build.  Units are now refunded their action points every time initiative switches (defender to attacker, attacker to defender), rather than after each round.  Units use these action points to counter attack. 1 AP per counter attack. When you're out of AP, you're done counter attacking.  Please note that this doesn't affect what you can actually do during the unit's turn. They'll have all their AP points back when their turn starts.

 

We're also separating the movement and attacking phases of each unit's turn.  Once a unit attacks, they can no longer move that turn. They are still free to switch targets within range and cast spells however.

Reply #155 Top

Quoting Austinvn, reply 150

Here I'm afraid I have to disagree; you make it sound like lockdown is a problem, you just don't expect it to be a big problem. And it probably won't be, in most situations - but there will be extreme examples where it can be exploited (by exploit I mean a legal but unintended use of the game mechanics). Let's assume the "counterattacks subtract from next turn's movement" suggestion where counterattacks take half a normal attack's movement. What if you have some amazing megaunit, a dragon or whatever, with .. say 5 attacks per turn, or 10 counterattacks. What I'll do is this: get a spellcaster or squad of archers, a vulnerable unit that can do some decent damage to your dragon and eventually wear it down, but would be instantly killed by the dragon if it got hit back. Let's just say that my ranged units can wear your dragon down in 5 turns, while the dragon could kill them in one turn if it had the chance. Then I'll accompany them with 50 expendable peasants, cheap guys with one damage weapons who can't hope to scratch your dragon - logically, they shouldn't have any impact on the battle. But I'll send in 10 peasants per turn, just enough to lock down your dragon, while my archers/spellcasters pelt down 20% of the dragon's hp per turn, killing it while you don't have a chance to do anything the entire battle.

Now there are obvious counters to this - don't let the dragon travel alone, for example - but that's beside the point. You shouldn't have to take special precautions to avoid a potential exploit, the exploit should not exist at all; the dragon should be able to kill a fragile spellcaster and his 50 harmless peasant friends by targetting the spellcaster first, this is what player expect and no illogical game mechanic should get in the way of it; the dragon shouldn't get locked down by the peasants while the spellcaster wears him down. The fact that this situation may not come up often and can be avoided is irrelevant, the point is you shouldn't have to be aware of this exploit and go out of your way to avoid it.
End of Austinvn's quote

How is it beside the point? If I send one unit off alone and an entire ARMY comes after it, didn't I get what I deserved? It sounds to me like I just got outplayed. What is the counter to a super unit supposed to be aside from another super unit, if you can't swarm it down with an army?

It's not going to be a very fun game if you see a dragon and go "oh well I don't have one and nothing else can possibly fight it, I'll go surrender now."

(If people are really worried about it, you could have the dragon ignore attacks that do zero damage, which means it'd never counterattack a peasant because peasants aren't capable of harming something with defense that high. Then to lock it down you have to use significantly more expensive units, and if you're able to do that and I can't field anything to support the dragon, at some point you probably should win anyway.)

I'm open to other ideas on counterattacks, but not this "oh just don't use your moves, then they can counterattack!" stuff. That's silly and a downright bad decision in most cases because taking out a unit first denies the opponent the ability to use it and the damage it could deal. That's a much better idea then standing still and hoping he attacks your immobile unit instead of going after the one that can't counterattack due to having actually done something.

Reply #156 Top

Quoting LikeTheWhirlwind, reply 154
Counter attacks are going into the 3C build.  Units are now refunded their action points every time initiative switches (defender to attacker, attacker to defender), rather than after each round.  Units use these action points to counter attack. 1 AP per counter attack. When you're out of AP, you're done counter attacking.  Please note that this doesn't affect what you can actually do during the unit's turn. They'll have all their AP points back when their turn starts.
End of LikeTheWhirlwind's quote

Well, that's an interesting choice. It does avoid the obvious problems of having too many free counterattacks, or locking down units by forcing counterattacks that are too costly. Of course the counterattacks are still 'free,' just limited in number, there's no tradeoff between attacking or counterattacking. Still a good way to do counterattacks, it avoids any serious pitfalls.

Quoting Tridus, reply 155
How is it beside the point? If I send one unit off alone and an entire ARMY comes after it, didn't I get what I deserved? It sounds to me like I just got outplayed. What is the counter to a super unit supposed to be aside from another super unit, if you can't swarm it down with an army?

It's not going to be a very fun game if you see a dragon and go "oh well I don't have one and nothing else can possibly fight it, I'll go surrender now."

(If people are really worried about it, you could have the dragon ignore attacks that do zero damage, which means it'd never counterattack a peasant because peasants aren't capable of harming something with defense that high. Then to lock it down you have to use significantly more expensive units, and if you're able to do that and I can't field anything to support the dragon, at some point you probably should win anyway.)
End of Tridus's quote

Yeah it's a moot point now, but I enjoy good discussion :P

My point wasn't that you would send your dragon in alone to get ambushed by a perfectly crafted group of spellcaster+50 peasants designed to exploit lockdown; my point is that because such a situation could occur, you'd have to take steps to avoid it, it alters game balance even if it never happens. A dragon really should be able to kill a single high damage but vulnerable unit and his harmless friends; you really shouldn't have to escort your dragon everywhere he goes just to ward off the scary peasants. Obviously the dragon probably will have a larger army with him, and so will his enemy, but this basic flaw in the system doesn't go away just because a larger battle is going on around the dragon - as long as I have some expendable peasants, I can lock your dragon down as long as I have peasants to spare while my other units and your other units fight. This costs me a bunch of peasants, yes, but it denies you use of your dragon, a rarer/more valuable/much, much more dangerous unit. Again I'm not saying that this 'lockdown' can't be countered, just saying that it shouldn't be there at all, and shouldn't need to be countered. But yeah, it's a moot point, Stardock found a good moderate solution that should cover it.

Reply #157 Top

Quoting LikeTheWhirlwind, reply 154
Counter attacks are going into the 3C build.  Units are now refunded their action points every time initiative switches (defender to attacker, attacker to defender), rather than after each round.  Units use these action points to counter attack. 1 AP per counter attack. When you're out of AP, you're done counter attacking.  Please note that this doesn't affect what you can actually do during the unit's turn. They'll have all their AP points back when their turn starts.

 

We're also separating the movement and attacking phases of each unit's turn.  Once a unit attacks, they can no longer move that turn. They are still free to switch targets within range and cast spells however.
End of LikeTheWhirlwind's quote

Well hey, that was an easy solution. Good job! :)

 

Did the combat speed/movement stuff get changed based on this discussion as well? I know Brad was specifically interested in some of the suggestions.

Reply #158 Top

Quoting Austinvn, reply 150

Now there are obvious counters to this - don't let the dragon travel alone, for example - but that's beside the point. You shouldn't have to take special precautions to avoid a potential exploit, the exploit should not exist at all; the dragon should be able to kill a fragile spellcaster and his 50 harmless peasant friends by targetting the spellcaster first, this is what player expect and no illogical game mechanic should get in the way of it; the dragon shouldn't get locked down by the peasants while the spellcaster wears him down. The fact that this situation may not come up often and can be avoided is irrelevant, the point is you shouldn't have to be aware of this exploit and go out of your way to avoid it.
End of Austinvn's quote

 

The dragon probably should be acting first. He should be faster than peasants, no? So if some kind of initiative was in play that dictated turn order (not just I go first with all my guys then you go with all your guys) that would probably eliminate the possibility.

Otherwise, I don't know if it's an exploit. If you send one unit in by itself you're ASKING to get gang tackled. The best choice to make is to not send the dragon in by itself against a stack of 51 units...You might call it having to "counter an exploit", I call it sound tactics. I mean, is it really going out of your way to not fight when you're outnumbered 50 to 1?

But as far as counter attacks, why not derive them from another stat AND do away with the taking from next turn or whatever. Since DEX is supposed to relate to defense, make number of counterattacks be derived off DEX. Use a chart, formula, whatever, modify it by items, buffs, debuffs - and go to town. Or use combat speed - you got Combat Speed number of counter attacks per defensive turn. That way you can gang tackle but the target won't lose any turns.

 

Reply #159 Top

The biggest issue I have with Tactical Combat is, I don't know how many attack or moves each character has.

I like the idea of action points

Action Points - used to move, attack or save some for a counter attack.

 

 

Example: 5 AC

AC costs

2 AC to Attack (Weapon, Spell, or Ranged Weapon) (maybe each weapon or spell could have it's own AC rating)

2 AC to counter Attack

1 AC to move one hex (maybe different creatures have a different movement AC rating)

 

So with 5 AC you could do one of the following:

-Move 1 hex and attack twice (1+4).

-Move 3 hexes and attack once(3+2).

 Attack once, move 1 hex, and prepare for counter Strike (2+1+2).

 

 

 

 

 

Reply #160 Top

Quoting LikeTheWhirlwind, reply 154
Counter attacks are going into the 3C build.  Units are now refunded their action points every time initiative switches (defender to attacker, attacker to defender), rather than after each round.  Units use these action points to counter attack. 1 AP per counter attack. When you're out of AP, you're done counter attacking.  Please note that this doesn't affect what you can actually do during the unit's turn. They'll have all their AP points back when their turn starts.

 

We're also separating the movement and attacking phases of each unit's turn.  Once a unit attacks, they can no longer move that turn. They are still free to switch targets within range and cast spells however.
End of LikeTheWhirlwind's quote

Nice, nice. Not-so-secretly happy that you guys didn't go with a "lockdown" idea. :)

Reply #161 Top

Quoting Tridus, reply 149

Quoting ddd888, reply 148
just a plain sucking of AP cant work, there is a non opinable flaw in this system
Since it has in fact worked in other games.
End of Tridus's quote

 

it didnt work

it WAS in other games

 

there are 123424124 flaws in civ4 even if it was one of the best games ever

 

Reply #162 Top

Quoting ddd888, reply 161

Quoting Tridus, reply 149
Quoting ddd888, reply 148
just a plain sucking of AP cant work, there is a non opinable flaw in this system
Since it has in fact worked in other games.
 

it didnt work

it WAS in other games

 

there are 123424124 flaws in civ4 even if it was one of the best games ever

 
End of ddd888's quote

Not that it really matters now... but Civ 4 doesn't have tactical combat at all. So what does it have to do with this?

Reply #163 Top

Quoting Tridus, reply 157

Quoting LikeTheWhirlwind, reply 154Counter attacks are going into the 3C build.  Units are now refunded their action points every time initiative switches (defender to attacker, attacker to defender), rather than after each round.  Units use these action points to counter attack. 1 AP per counter attack. When you're out of AP, you're done counter attacking.  Please note that this doesn't affect what you can actually do during the unit's turn. They'll have all their AP points back when their turn starts.

 

We're also separating the movement and attacking phases of each unit's turn.  Once a unit attacks, they can no longer move that turn. They are still free to switch targets within range and cast spells however.

Well hey, that was an easy solution. Good job!

 

Did the combat speed/movement stuff get changed based on this discussion as well? I know Brad was specifically interested in some of the suggestions.
End of Tridus's quote

 

We've increased the cost of moving to 2AP per tile (attacking and casting still costs 1). All units now start with (combat speed + 1) action points. Minimum AP is thus 1.  Fractions of an AP will still allow you to act. Best way to explain this is by example.

 

EXAMPLE:

Say I am a sovereign with 1.2 combat speed. I go into a tactical battle. I get 2.2 AP to spend per turn.  The following actions are available to me:

 

- I can move twice (the first move costing the full 2 AP because I can afford it, and then the second move taking the remaining 0.2 AP).

-I can move once and attack once (the attacking taking my remaining 0.2 AP).

-I can move once and then cast a spell (the spell cast taking my remaining 0.2 AP).

-I can attack three times (the third attack taking my remaining 0.2 AP).

-I can attack once, cast a spell, and then attack again (and the other variations of this combo).

 

This should solve the cases where units can't move or attack due to low combat speed, either from slowing spells/abilities or from naturally low stats.  This should also help balance mounted units a little more. Their naturally high combat speed made them murder machines in 3B.

Reply #164 Top

Quoting LikeTheWhirlwind, reply 154
Counter attacks are going into the 3C build.  Units are now refunded their action points every time initiative switches (defender to attacker, attacker to defender), rather than after each round.  Units use these action points to counter attack. 1 AP per counter attack. When you're out of AP, you're done counter attacking.  Please note that this doesn't affect what you can actually do during the unit's turn. They'll have all their AP points back when their turn starts.

 

We're also separating the movement and attacking phases of each unit's turn.  Once a unit attacks, they can no longer move that turn. They are still free to switch targets within range and cast spells however.
End of LikeTheWhirlwind's quote

 

Well that is certainly good news.

Are we still having monolithic Combat speed? Or are we going to split it between Tactical Speed and Attack Speed (as discussed)?

..

If not, then does this mean that Cavalry's main advantage will be Overland movement? And I suppose Sauron will be running faster than the Cavalry during a battle -_-

Reply #165 Top

Quoting LikeTheWhirlwind, reply 163

This should solve the cases where units can't move or attack due to low combat speed, either from slowing spells/abilities or from naturally low stats.  This should also help balance mounted units a little more. Their naturally high combat speed made them murder machines in 3B.
End of LikeTheWhirlwind's quote

Yet wouldn't they still be murder machines unless we separate attackspeed/movespeed in some way?

Reply #166 Top

Quoting LikeTheWhirlwind, reply 163

Quoting Tridus, reply 157
Quoting LikeTheWhirlwind, reply 154Counter attacks are going into the 3C build.  Units are now refunded their action points every time initiative switches (defender to attacker, attacker to defender), rather than after each round.  Units use these action points to counter attack. 1 AP per counter attack. When you're out of AP, you're done counter attacking.  Please note that this doesn't affect what you can actually do during the unit's turn. They'll have all their AP points back when their turn starts.

 

We're also separating the movement and attacking phases of each unit's turn.  Once a unit attacks, they can no longer move that turn. They are still free to switch targets within range and cast spells however.

Well hey, that was an easy solution. Good job!

 

Did the combat speed/movement stuff get changed based on this discussion as well? I know Brad was specifically interested in some of the suggestions.
 

We've increased the cost of moving to 2AP per tile (attacking and casting still costs 1). All units now start with (combat speed + 1) action points. Minimum AP is thus 1.  Fractions of an AP will still allow you to act. Best way to explain this is by example.

 

EXAMPLE:

Say I am a sovereign with 1.2 combat speed. I go into a tactical battle. I get 2.2 AP to spend per turn.  The following actions are available to me:

 

- I can move twice (the first move costing the full 2 AP because I can afford it, and then the second move taking the remaining 0.2 AP).

-I can move once and attack once (the attacking taking my remaining 0.2 AP).

-I can move once and then cast a spell (the spell cast taking my remaining 0.2 AP).

-I can attack three times (the third attack taking my remaining 0.2 AP).

-I can attack once, cast a spell, and then attack again (and the other variations of this combo).

 

This should solve the cases where units can't move or attack due to low combat speed, either from slowing spells/abilities or from naturally low stats.

 
End of LikeTheWhirlwind's quote

Is it still going to be easy to get high combat speed (via level up or equipment)? If a sovereign has 15 mana he can cast 7 damage spells at 2 mana per spell before anything happens, provided he has the action points. Seems a bit excessive.

Reply #167 Top

To bad we were not able to assign classes to are guys like archer, warrior, etc, or make templates that assigned certain skills to them automatically, like make an Archer template, and they get "Aimed shot Arm" disarms enemy for a turn, "Aimed shot legs" stops them from moving a turn, or whatever, to assign to anyone you create as archer, you know kinda like a RPG game,

Reply #168 Top

Quoting LikeTheWhirlwind, reply 163

We've increased the cost of moving to 2AP per tile (attacking and casting still costs 1). All units now start with (combat speed + 1) action points. Minimum AP is thus 1.  Fractions of an AP will still allow you to act. Best way to explain this is by example.

 

EXAMPLE:

Say I am a sovereign with 1.2 combat speed. I go into a tactical battle. I get 2.2 AP to spend per turn.  The following actions are available to me:

 

- I can move twice (the first move costing the full 2 AP because I can afford it, and then the second move taking the remaining 0.2 AP).

-I can move once and attack once (the attacking taking my remaining 0.2 AP).

-I can move once and then cast a spell (the spell cast taking my remaining 0.2 AP).

-I can attack three times (the third attack taking my remaining 0.2 AP).

-I can attack once, cast a spell, and then attack again (and the other variations of this combo).

 

This should solve the cases where units can't move or attack due to low combat speed, either from slowing spells/abilities or from naturally low stats.  This should also help balance mounted units a little more. Their naturally high combat speed made them murder machines in 3B.
End of LikeTheWhirlwind's quote

Well, that sounds better. It still seems like mounted units will get an attacks (and thus effective damage) boost if they don't move though. I know we're sucking up your time here, but can you explain why NullAshton's idea was rejected?

Reply #169 Top

Aye ... I would like to know why NullAshton's idea was rejected.

 

I DO like the fact that any point value left allows for movement though.

 

... I am guessing that Cavalry will only cost 1 AP per tile then? To allow them with a relatively low combat speed yet still able to move those distances ...

In that case at least a combat speed of 5 for Cavalry. (which is still a LOT of attacks)

Reply #170 Top

Quoting Tridus, reply 168

Well, that sounds better. It still seems like mounted units will get an attacks (and thus effective damage) boost if they don't move though. I know we're sucking up your time here, but can you explain why NullAshton's idea was rejected?
End of Tridus's quote

 

I think Brad responded to it pretty well. The connection between movement speed on the main map and movement speed in tactical battles implied by action points = moves overpowers the stat we think. You'd be able to move huge distances on the main map and huge distance in tactical battles too. I think it worked in Age of Wonders partially because they had a lot of "movement sinks" on the main map with it being a hex grid, and having 3 levels.

If I'm misunderstanding what NullAshton was suggesting, feel free to correct me, I read his post really fast.

Reply #171 Top

Quoting Tridus, reply 162

 
Not that it really matters now... but Civ 4 doesn't have tactical combat at all. So what does it have to do with this?
End of Tridus's quote

 

 

just explaining that many games had a feature that nearly worked even if there were many flaws

 

 

 

Reply #172 Top

Quoting LikeTheWhirlwind, reply 163


Say I am a sovereign with 1.2 combat speed. I go into a tactical battle. I get 2.2 AP to spend per turn.  The following actions are available to me:

 

- I can move twice (the first move costing the full 2 AP because I can afford it, and then the second move taking the remaining 0.2 AP)..
End of LikeTheWhirlwind's quote

 

this sounds bad to me

 

imo should allow MAX the next unit not just 2

 

ie

0.2 i can do an action requiring 1 max

1.2 i can do an action requiring 2 max

 

the bestest would probably be not use fractions at all

 

sounds bad if a cavalry with 4 ap can do the same than a footman with 2.0000001 ap

Reply #173 Top

Quoting LikeTheWhirlwind, reply 170

Quoting Tridus, reply 168
Well, that sounds better. It still seems like mounted units will get an attacks (and thus effective damage) boost if they don't move though. I know we're sucking up your time here, but can you explain why NullAshton's idea was rejected?
 

I think Brad responded to it pretty well. The connection between movement speed on the main map and movement speed in tactical battles implied by action points = moves overpowers the stat we think. You'd be able to move huge distances on the main map and huge distance in tactical battles too. I think it worked in Age of Wonders partially because they had a lot of "movement sinks" on the main map with it being a hex grid, and having 3 levels.

If I'm misunderstanding what NullAshton was suggesting, feel free to correct me, I read his post really fast.
End of LikeTheWhirlwind's quote

 

Well, the modified Ideas led by Several Posters ... decided to leave Overland movement outside of battles, and to instead have a completely new stat called Tactical Speed (or Action Points)

 

If, however, Combat Speed is still going to equal Action Points (merging Tactical Speed and Attack Speed) ... then I would suggest that moving 1 tile costs 3 Action Points, and have Mounted units move at 1 tile costing 0.25 Action Points.

That way a Mounted Unit can have 2 combat speed and move 8 tiles (in a Tactical Battle).

And it also allows a Sauron to have 9 combat speed and only be able to move 3 tiles.

Of course ... if you give Sauron a Horse then you can easily see that such a proposed system (by me) is broken.

 

Now, under the current rules moving a tile costs 2 action points. Lets assume that Riding a horse reduces that cost to 1 action point.

How fast do you want your Horse to move? Well, conservatively assuming most infantry have a combat speed of 1-2, and 1 tile movement is normal for infantry ... (well, that tells me that Battle maps will be very, VERY small) ... then I guess you could get away with having a Horse give +2 combat speed for a total average movement of 3 or 4 tiles.

Of course ... this has the strange affect of letting the Soldier's skills (at attacking) affect how fast the Horse runs.

Reply #174 Top

Quoting Tasunke, reply 173


If, however, Combat Speed is still going to equal Action Points (merging Tactical Speed and Attack Speed) ... then I would suggest that moving 1 tile costs 3 Action Points, and have Mounted units move at 1 tile costing 0.25 Action Points.

That way a Mounted Unit can have 2 combat speed and move 8 tiles (in a Tactical Battle).

And it also allows a Sauron to have 9 combat speed and only be able to move 3 tiles.
End of Tasunke's quote

 

i dont really like the idea of units attacking 9 times tbh

sounds bad to me

 

apart from sauron having multiple attack  on noob units doesnt sound right

Reply #175 Top

Lol ... you do know that Combat Speed max is 10 right?

Anyways, having high attack speed is okay ... as long as having a lot of HP is an alternative. (especially high HP monsters).

 

The problem I have is connecting Attack Speed with Tactical Movement speed.

I agree that Overland movement should have nothing to do with Battles, but I think Attack Speed and Battle Speed should be separate.