[.98][feedback] Tactical battle graphics need some love

I surprised at myself for posting this, because I've always believed that the graphics are the least important part of the game, so please work on the mechanics of the tactical battles first, but they just don't look very good right now.

I believe the main reason for this is the size of units versus the tile size, particularly in the early game. It looks very strange for two small units to run to the edge of their tile to get hit. Also, the single humanoid units are seen at such a distant zoom level that we can't really see all the loving art details in the game. This is important, not just from an eye-candy standpoint, but also because we need to be able to see the equipment on the units, since that's how we know what we're facing, since the units are mostly humanoids that look the same except for the equipment you can only see zoomed in.

I don't know how feasible this is, but instead of making huge tiles that can fit even the largest unit, I believe the basic tile size needs to be the size of a single humanoid unit. Then, make large units(dragons, grouped humanoids) occupy multiple tiles. That way units won't have to walk over the their opponent to be hit.

Decreasing the tile size while maintaining the approximate number of tiles between opposing units at start will also allow us to view the combat at a higher zoom level, so we can see the art details.

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Reply #1 Top


I don't know how feasible this is, but instead of making huge tiles that can fit even the largest unit, I believe the basic tile size needs to be the size of a single humanoid unit. Then, make large units(dragons, grouped humanoids) occupy multiple tiles. That way units won't have to walk over the their opponent to be hit.
End of quote

Thats how it work is the Heroes series. Bigger units (dragons, cavalry, etc) take up multiple tiles, but tile size is based on the most basic unit. I agree this would probably be a visual improvement, but I wonder if it would change the tactics at all? Would it be worth it at this point? As it is now it does make me wonder why my single unit is standing so far away from other single units.

Another idea is to make each tile function like game board tiles; in that units can stack and get offensive and defensive bonuses. One could impose tile limits, like only a certain number of units can be stacked on any tile at a given time. I think the obvious limit to this would be the size of a company, as individual untis in parties, squads and companies all share one tile anyway. That way, i could move a bunch of soliders onto my soverign tile during a tactical battle and increase the soverigns offense AND defense. That would definitely help my spellcasting characters who die after one hit and spend alot of time retreating to better ground. Obviosuly one would have to research the appropriate tech (partry, squads, company) to be able to move units into the same tile.

Regardless, seems like a lot of work at this point for the DEVS and I love the game as it is, as I may have said before. So it really is up to them :)

;)

Sara

Reply #2 Top

I'm not so bothered by the emptiness if the field as I am by the fact that my archers point their bows in random directions and the arrows shoot behind their backs to the tile I selected and that the tile to target a specific unit is not always the tile that their graphic is on.

Reply #3 Top

I do think that it would make some sense to have various troop sizes, if this could be implemented relatively painlessly. As mentioned it will improve the way it looks, but it would also be useful in tactical situations. Unfortunately it might introduce some situations where a small hero unit lures a larger sized unit into range of its bow but ducks back into a spot on the map where a multiple tile creature might not be able to reach him, allowing him to defeat opponents that should rightly tear him asunder.