marlowwe
a trait or special ability can become completely useless due to factors outside of the player's control.
Although enabling auto-resolve is a player choice, having it enabled will completely invalidate all special abilities that affect tactical battles.
From a game designer's perspective, auto-resolve and tactical battle traits would impinge on each other and render themselves mutually exclusive.
Essentially what I am arguing is that one or the other must go.
So... let's assume that the AI will one day be smart enough to use abilities / spells more or less properly.
Let the computer
play both sides on auto-resolve.
How fast could the compuer calculate tactical battles - playing both sides - when no graphics or animations were needed?
0.01 seconds? 0.02?
Is the speed advantage of a truly abstracted system actually worth having two completely separate systems?
It's twice the coding / debugging to implement features into two separate systems and if there should be a computer opponent in tactical battles anyway... then WHY?
A lot of the "interesting" abilities (like from
my list above) are situational and depend on units being near each other or near a certain tile.
None of that is easily modeled in an abstracted system.
Auto resolve could even display the battle in hyperspeed so the entire battle is "fought" but displayed in maybe 2-3 seconds.
No animations beyond units zooming around and figures inside the units vanishing when being killed.
Having some idea of what happened would solve a lot of questions about auto-resolve and watching a 3 sec battle is hardly annoying.
Of course, this could just as well have a speed slider and please everyone...