Making Tactical combat not annoying

Can we please get a way to cancel movement and REDO moves. I think this is a basic feature that should never have been overlooked. AS it stands targeting the enemy can be quite annoying and difficult sometimes. Say you are an archer and you click on an enemy to attack him but you miss on the click because targeting is such a pain.....what happens? Your archer over multiple turns will proceed to the "X" with no recourse. That unit is basically dead in most cases.

And this is not the only instance of where problems might happen. Sometimes you can't tell who you have selected and you move the wrong unit. The point is this should not be PERMANENT, good lord you ought to be able to pull him back and and undo the movement.

10,447 views 13 replies
Reply #1 Top

I can see this being exploited. Attack, miss, miss miss. Redo, miss, hit, hit...yepp happy with that so I do not redo....

Perhaps a "Conferm move" option would be a better solution. You click a move or attack, and a popup asks for a conferm?

 

Naturally this would have to be an OPTION to activate and not forced on us.

 

Reply #2 Top

Your archer over multiple turns will proceed to the "X" with no recourse. That unit is basically dead in most cases.
End of quote

Not true.  You can click the archer even if it has no movement points left and alter it's destination - or reset the path to it's current location.

Under the current system I would agree with a REDO MOVEMENT button but never with a REDO ATTACK button. This would just be an exploit.

However, with a serious tactical combat system and hidden unit rules, moving (to scout) and then redoing the move would be overpowered all by itself.

Reply #3 Top

A simple solution that I would really like to see:

a. the tile of your currently selected unit is highlighted (in e.g. pale blue)

b. the tile that your pointer is targeting is highlighted (in e.g. white)

 

A confirm move button is a poor UI - imagine one extra click per move - that would add up quickly to a lot of extra clicks

Reply #4 Top

Quoting Ihfacny, reply 3
A simple solution that I would really like to see:

a. the tile of your currently selected unit is highlighted (in e.g. pale blue)

b. the tile that your pointer is targeting is highlighted (in e.g. white)

 

A confirm move button is a poor UI - imagine one extra click per move - that would add up quickly to a lot of extra clicks
End of Ihfacny's quote
simple solution, seems hard to understand how they overlooked it. I've taken to clicking on the feet of things, because clicking on a creatures model has caused these sort of issues.

Reply #5 Top

Making Tactical combat not annoying

1 speed up animations

2 highighting target before clicking to attack

3 hexes (I know it won't happen, but the choice of tiles looks silly to any wargamer)

4 archers should have chances to hit based on skill vs distance

5 solve the bug that makes the player click a million times before the unit performs the action

6 AI should try to go for a kill: better to kill a weak unit than wound a stronger one - better to go for the hero than for a regular warrior

7 AI archers should shoot and move sometimes but NEVER MOVE FORWARD

8 AI should not always go for the enemy right in front of them or try to catch someone faster than them unless he is the last unit left

9 REMOVE THE FEATURE THAT MAKES AUTO-FIGHT COSTING ONE MOVEMENT POINT (I don't want to be forced to fight a easy\boring battle otherwise I lose a MP, the point of autofight is precisely NOT to be annoyed)

10 remove the ability to regenerate mana or hit points during a fight: makes no sense that unit can only do that while fighting and can't during a regulat inactive turn - Besides players exploit the AI with that, running away to recover more, instead then fighting)

11 When a unit is on a terrain that gives a bonus that bonus should be immediately visible without having to pass the mouse on the tile

12 Not all magic casters should be able to cast all spells available to the sovreign, they should specialize more (using specific items or  just having a random selection of spells based on the sovreign's spellbook and getting more with experience.)

13 AI should concentrate all attacks to kill a specific unit then go for the next

14 Turns should be based on initiative or each side can only move one unit, then the other side chooses which one to move. As it is now attackers have too much an advantage.

15 I suggest to take a look at the variey of battle spells and skills present in the Heroes of Might and Magic series. They all very useful and different from each other.

16 If the AI has missile units (or magic casters)and the player does not, or if it has an advantage from that point of view the AI should retard the beginning of the melee as much as possible, by not making its infantry advance.

17 When I attack the AI it moves its troops until they are right in front of me so that I have the advantage to initiate the fight. Why does it do that? The only reason to advance so desperately would be if the enemy is peppering you with arrows or spells! If the AI is defending let it WAIT for me to advance!

18 It would be nice to be able to move my units without having to wait for the animation of the previous move to end. IE: I click on a unit, click on the destination and the unit starts moving THEN while it is still moving I should be able to click on a second unit to its destination and seeing that one too starting to move before the first one has reached its position. Very useful if I have to move a large number of units.

Reply #6 Top

There are so many good ideas on this forum, that are easy to do and will have great effect! I think devs, first of all, must implement things like Black-Knight suggest.

Reply #7 Top

Agree with a lot of Black-Knight, especially his 1 & 2.  But his 4 & 7 somewhat conflict -- if archers effectiveness is limited partly by range, sometime some of the should move forward to get a better short.

Reply #9 Top

Yea ... it'd be nice if tactical battles used hexes.

Reply #10 Top

Hexes are cosmetic.  They don't solve any of the actual problems with the current tactical battle system.

Reply #11 Top

Not true. You can click the archer even if it has no movement points left and alter it's destination - or reset the path to it's current location.
End of quote

This doesnt work for me.. I get stuck with that movement until it ends even through multiple turns.

2 highighting target before clicking to attack
End of quote
  Can't believe this isn't even in the game.  Its been in every combat system for at least 15 years

 

 

Reply #12 Top

Hexes AREN'T cosmetic ... but yea, hexes cannot save a bad system. And the system is being re-worked.

Reply #13 Top

Quoting Lord, reply 7
Agree with a lot of Black-Knight, especially his 1 & 2.  But his 4 & 7 somewhat conflict -- if archers effectiveness is limited partly by range, sometime some of the should move forward to get a better short.
End of Lord's quote

Disagree:

As the game is now archers have an infinite rounds of arrows, also apart from heroes nobody can escape the battlefield. Therefore anyone who avoids archers at some points will have to deal with them. So if they are so dumb to run away FOR NOW let them run and deal with the ones that come forward first. The others will have to advance sooner or later.

One thing that I like about archers having limited range is that champions, as I said, should be their favorite target but they could also realistically choose to stay in the back, out of trouble.

 

NOTE: Armors in the middle ages were carefully studied before being mass produced. An armor had to be as light as possible, of course, but not everyone today realizes that the carrier knew exactly what was the safe distance to keep from the enemy to avoid arrow or crossbow penetration in fact tests were performed (shooting a prototype) in order to determine what the safe distance from the enemy was. In that sense having a precise sense of distance and a safety zone would be perfectly realistic.