any details on initiative-based battles ?

My main questions are, will units with really high combat speed

1:  get to do a LOT when their turn comes ?

2:  only do a normal amount per turn, but have turns come more often ?

3:  always move first because combat speed determines move order ?

4:  these are a meaningless question because combat speed will be completely re-done ?

Hint:  there's a character in the extra content for the book who is insanely fast.  Combat speed starts at 8, and is over 10 now in my current campaign.  Do we want him to always move first, and move 8+ times before anyone else can lift a finger ?

I have the impression the devs are thinking 1 & 3.  I personally would tentatively vote for 2.

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Reply #1 Top

I would  like to see the combat reworked to limit the number of offensive actions that can be taken. The current combat system isn't problematic just because the attacker's entire army goes first. It is also that units can make multiple attacks each turn, including multiple devastating spells. Casting times alone won't fix this. We really need to separate movement from actions per turn. This would also fix the current 'fast sword creates extra movement' silliness.

 

I would like to limit all characters to one offensive action per turn. This would prevent units, especially archers, from unleashing tons of attacks. 'Combat Speed' would still matter since it would determine initiative order, and movement would still vary between units so a fast cavalry unit could move farther in a turn than a lumbering heavy foot soldier.

Reply #2 Top

Initiative based combat was there in Heroes of Might and Magic (I liked HoM&M3) Every unit got 1 attack (I think you could choose to guard instead of attacking which raised defence) every turn. Units got to attack based on their combat speed. The Hero could cast magic once every turn. Most attacks were on the settlments so that the defending units were usually behind a fortified wall which increased their defence and allowed only ranged attacks (and spells), no melee attacks, until the wall was broken down (weak walls broke after 2-3 turns, upgraded walls took 8-12 turns). Melee units would move next to the defending units *after* the wall had broken down and attack them.