[Gameplay] Auto Resolve: Melee only

Auto resolve invariably wastes mana when a channeler is in your army.

Expending 2 or 3 mana on every encounter consisting of  a single spider or wolf  is ridiculous when you're traveling with archers and heavy cavalry.

 

Right now you have 2 options:  Tactical and Auto-Resolve.

 

I suggest having 3: Tactical,  Auto-Resolve,  Auto-Resolve (melee)

The latter would let your archers and infantry deal with the issue while your casters (and monsters with special abilities!) do not burn precious mana on "trash mobs".

 

Alternatively: checkboxes below the Auto-Resolve button.

X  use unit special abilities (stone giants, dragons...)

X channelers cast spells.

X channelers avoid melee - Fireballs, earthquakes, throw the kitchen sink. (not sure if "special effect units" should do that, too?)

 

This way you could decide which cases of auto resolve would warrent which level of... artillery. A stone giants AOE attack can really tip the odds and they don't need that much time to regen their mana.

4,110 views 2 replies
Reply #1 Top

What?

I have the exact oposite, my channelers go in for melee... one of them got killed doing so.

It would be definitely a great idea to have a few options for tactical combat. I'm guessing it would be easier set for the group, but if you could flag if each unit should prefer, Ranged, Magical or Melee. As the OP said. :)

Good suggestion!

But i'm jealous that your auto-resolve uses mana ;)

 

Reply #2 Top

Well, any idea can be expanded. Like a similiar mechanic to prefer ranged combat/spells.

I don't see why yours wouldn't use magic. Maybe their equipment is "too good" so the AI decides that melee is in order? My champions typically have pretty crappy gear.

Maybe they have too low essence so the AI decides they are more battle than mage...