Tactical Battles, Should They Be Redesigned Completely?

I'm impressed with the community feedback that StarDock has been getting these past 10 days, and I'd very much love to see more. Despite is many, many, many flaws - Fallen Enchantress is proving that StarDock is going in the right direction towards improving Elemental. Yet the question I have to ask is this, just how far are they willing to go to make a strong product? Will StarDock just accept the lowest common denominator or take and honest look at what is working and scrap large chunks of the product to be rebuilt better?

One of my biggest hangups of course is that Elemental doesn't fit into StarDocks manifesto, and never did, and likely never will. This game is impossible to run on low end systems, especially end game. Oh sure you can run the cloth map, but seriously - let's not use that as a crutch here. The look of the game is pretty poor overall, and the worse of it comes in the Tactical Battlefield. But despite looks, the system itself feels flawed at the very core. Some people may feel otherwise or think it fine, but each time I play it the whole experience feels wrong to me.

The system feels way too simplified, even now. And I don't just mean AI, there isn't a whole lot about it that feels very tactical. Perhaps I'm just spoiled by Warhammer Fantasy Battles Table Top and find that to be one of the most engaging and difficult turn-based models I've ever encountered. With that in mind, my opinion is driven to believe that the tactical battles need to be totally re-designed.

Everything begins with the map and its makeup. For starters, the maps feel too small and not very rich or interesting. The Camera doesn't move well in this space, and the UI doesn't like it when you change the angle from the one it recommends to you, especially when you try to target units after turning the camera.

I don't think Squares is how we should perform our movements. Positioning and layout is very important on the battlefield, and the current Tactical element doesn't include any of that. If anything the current Tactical Map feels like a Glorified Turned-Based RPG battle - I'm talking Final Fantasy Style here. Just with more units littering the area. This has to go.

Initiative and Haste? Bad ideas from the very start, the whole idea of allowing certain units to perform actions before others because they 'aren't fast enough is silly. I've finished whole battles before a single army unit moved an inch.

Let's start from the beginning and take a page from Warhammer. Sorry, but I'm going to be drawing back to that a lot. Why shouldn't I? That game has proven to work for over 30 years, if it isn't broken don't fix it or try to avoid drawing inspiration from it - it's not going to kill you to use it is a foundation.

Each army really needs to be further distanced apart. Furthermore, each army should take turns throughout the battle. One entire army goes, then the other team's entire army goes. Physical Combat all takes place at once though, and bother players can fight back during a combat phase if they are engaged. Movements should be smaller than what they are now, and if you want certain ones to move faster it should be at certain penalties. You should be able to turn and position units better, put them on hills lead them into cover, ambush, flank, etc..

Siege and large weapons should also play a role into this, especially when dealing against cities. Cities with walls should be a monumental task to take down, mainly because they should have strong siege weapons and defenses. Taking over a city should take planning and consistent attacks, over and over again sending different waves in to eventually kill its surrounding armies, weaken the cities powerful defenses, and break down its gates. Only after you breech the walls should you have to actually deal with internal cities militias and powerful champions or stone golems.

Are you getting the hint that perhaps I'm looking for this game to have a very well fleshed out army system and not just a simplified half-assed one? Well you're right, I'm selfish like that and I think it's high time we got what we paid for people.

I want rules, restrictions, interesting attacks, and a reason to use a vast number of unique and different spells to aid my cause. In order for all of this to work, the entire system needs to be redesigned from the ground up.

Of course I have my own views, but what about you? What do you think? How would you like to see the tactical system improved upon?

Let's hear that feedback!

13,291 views 24 replies
Reply #1 Top


Obviously tactial combat is abstracted.  It is 10 times better than what it was before I can I see that wiht some tweaking it will be great.  I vote no for overhaul.

Reply #2 Top

I really don't care for it, but the initiative system helped.  I hate that I can't place my troops and I wish that units had ZOC, and the battlefields where more than a flat, square grid.  But it's alright.  I don't see it as a huge issue.  

Reply #3 Top

We've talked so much about all of this since before the beta of WoM. There are threads with hundreds of posts like this that are two years old. They are obviously not going to redesign TC at this point in development.

* We have squares instead of hexes because Brad likes squares better. And he will not code a new game engine.

* There were all kinds of fuckups in WoM because they tried to support older systems. Pixel shaders etc...

* I think tactical combat should be left as is for now. Sure, I'd prefer a more fleshed out combat system as well, but it is not going to happen. Both Brad and Derek have said they want TC to be quick and that is what we have right now. Also, the initiative system is way better than the train wreck TC we had in WoM.

Focus now should be on fixing champ/army balance, city development and Tech trees.

 

Reply #4 Top


For what Elemental is, I don't think the tactical battles need a complete overhaul.  If you're looking for something with the depth of a TT tactical game...then you're not going to find it here.

But IMO, that's okay because Elemental isn't completely about the tactical battles...they are just part of a larger whole.  Tactical combat could use some tweaking for sure, especially in the realm of balance and maps, but I don't think it needs to be scrapped.

Reply #5 Top

Quoting Magog_AoW, reply 3
We've talked so much about all of this since before the beta of WoM. There are threads with hundreds of posts like this that are two years old. They are obviously not going to redesign TC at this point in development.

* We have squares instead of hexes because Brad likes squares better. And he will not code a new game engine.

* There were all kinds of fuckups in WoM because they tried to support older systems. Pixel shaders etc...

* I think tactical combat should be left as is for now. Sure, I'd prefer a more fleshed out combat system as well, but it is not going to happen. Both Brad and Derek have said they want TC to be quick and that is what we have right now. Also, the initiative system is way better than the train wreck TC we had in WoM.

Focus now should be on fixing champ/army balance, city development and Tech trees.

 
End of Magog_AoW's quote

YES.

Reply #6 Top

I don't want the system thrown out, I just want more subsystems integrated into what we have. I like neither flanking nor terrain bonuses, those are just boring and no fun to play with. I want sieges, with destructible terrain. I want a more obvious rock paper scissors going on between infantry, archers and cavalry. I want special abilities that improve strengths or weaknesses, or make units more vulnerable in one way and stronger in another. I made a suggestions post here: https://forums.elementalgame.com/415944

Now, such a system could be modded with the tools we have today. But the AI wouldn't know how to use it.

Reply #7 Top

The main issue I have with tactical combat is how bad the AI is. I've only seen wolf packs show any signs of intelligence. They like to go after your weakest unit. Why can't more armies use specialized tactics like focus fire or target weakest or target strongest enemy?

Reply #8 Top

I agree that tactical battles could be better, and it would be lovely to have it more fleshed out, but i don't think changing everything is the way to go at it. But I do think that initiative have improved combat alot, although it still (as with most of the game) needs to be tweaked and tinkered with. :)

Reply #9 Top
I am personally happy with simple. I don't want or need a game that is punishing.
Reply #10 Top

How about punishingly mind numbing, there's no excuse for overly simple tactical battle beyond ineptness or lazyness.

Any simpler and we would be playing online checkers.

We could draw little faces on them or spiders!

 

Reply #11 Top

One note in regard to your performance comment, I've tried running .77 with a small map on a 3 year old laptop with integrated graphics and it runs just fine.  Only have turned off a few options but not running cloth only.  No crashes even.

Reply #12 Top

Most of what you want redesigned could be made acceptable with some balance and AI. 

Also, we kind of have ZOC. Adjacent units can't move more than one square. I think that will do for now. 

 

As to graphics, we are playing on the highest graphics settings right now. Lesser comps will run the release just fine. 

Reply #13 Top

I think they can find a way to make them still quick but introduce some tactics.  within the current framework.  

 

Reply #14 Top

Quoting Lord, reply 2
I really don't care for it, but the initiative system helped.  I hate that I can't place my troops and I wish that units had ZOC, and the battlefields where more than a flat, square grid.  But it's alright.  I don't see it as a huge issue.  
End of Lord's quote

Quoting Magog_AoW, reply 3
We've talked so much about all of this since before the beta of WoM. There are threads with hundreds of posts like this that are two years old. They are obviously not going to redesign TC at this point in development.

* We have squares instead of hexes because Brad likes squares better. And he will not code a new game engine.

* There were all kinds of fuckups in WoM because they tried to support older systems. Pixel shaders etc...

* I think tactical combat should be left as is for now. Sure, I'd prefer a more fleshed out combat system as well, but it is not going to happen. Both Brad and Derek have said they want TC to be quick and that is what we have right now. Also, the initiative system is way better than the train wreck TC we had in WoM.

Focus now should be on fixing champ/army balance, city development and Tech trees.

 
End of Magog_AoW's quote

 

THIS^

Reply #15 Top

I think we have to wait ´til we have some tactical AI ingame. The battles are (even now) way more fun then in WoM. But that was not a big deal. ;)

Sure, everything that improves the tactical battles i will welcome. But they don´t have to be deep and "wargame like" like some guys wanna see it. I really don´t want to play...lets say more then 5min tac. battle in late game. If i want something like that, i play other games. So...no overhaul needed.  

 

Reply #16 Top

The AI can and should be improved to a certain degree. I think that AI archers should coordinate their strikes so as to inflict maximum damage on my army. If my army is full of ranged fighters then the casters on the enemy side should be casting buffs that reduce damage from ranged attacks and if I have a strong mele based army then they should cast buffs that increase the def of their troops, and debuffs that slow down / weaken my troops. If i have strong casters in my group then there mele should rush and try to take out my casters asap 

Reply #17 Top

Yes, it needs redesigning.

 

During tactical combat, I want to have to think about position of units.

I want to have to work to get my units to attack without being attacked back, or so that my tough units are the ones in the way. I want melee counterattacks when being attacked; it makes ranged more meaningful.

I would like to see terrain that means something - cover, different movement costs, elevation.

I would like to see defensive combat in cities with the city being involved.

 

I would like to see combat mechanics for attack and defence more easily visable in the UI. Just seeing what the maximum damage that a unit can do isnt enough; seeing the calculations would be good, and the randomisation distributions.

 

 

It would be nice to see some general type abilities - such as forcing movement on enemies, letting other units move or attack sooner. I think that attacking should use up the same sort of resource as movement; you should be able to move further if you dont attack, or attack more if you dont need to move. That would also allow some units to move and attack as a charge action.

Reply #18 Top

I don't have problems with the core tac combat systems in the game currently. They just need tuning. Nor would I want hyper detailed tactical battles, or games would take bloody forever to play.

That said, the current tac combat needs a lot of tuning :P

Waiting to see what/how they patch in the next few major patches. As it stands, tac combat currently is either too easy or too boring.

Reply #19 Top

Quoting Lord, reply 2
I really don't care for it, but the initiative system helped. I hate that I can't place my troops and I wish that units had ZOC, and the battlefields where more than a flat, square grid. But it's alright. I don't see it as a huge issue.
End of Lord's quote

We have zone of control, moving next to another unit will end your movement phase. A trait that allows you to arrange your units at the start would be cool.

Quoting Zygwen, reply 7
The main issue I have with tactical combat is how bad the AI is. I've only seen wolf packs show any signs of intelligence. They like to go after your weakest unit. Why can't more armies use specialized tactics like focus fire or target weakest or target strongest enemy?
End of Zygwen's quote

Brad has mentioned that he hasn't even really started on the tactical AI yet, but will be getting to it. Expect major progress in this area soon.

I think the system is pretty good and will shine when the balance stuff gets worked out. I agree that the map is a little small and if it's possible should be made larger. I would also like to see more tactical stuff like defense boosting squares, rough movement slowing terrain, and choke points. All of which would be pretty simple to add I imagine. They have confirmed multiple rimes that sieges with destructible walls won't be in FE.

Reply #20 Top

I, for one, think that it would be better for the game if the combat was abstracted completely, similarly to Warlords 2, because as it is, it does not give you an opportunity to make any significant decisions. All employed tactics are pretty basic and all too similar. Same goes for city-building - all unnecessary chores that don't give present you interesting choices or dilemmas should be either automated, abstracted, or removed altogether. The player should spend his time on interesting things that matter, and the game would not feel slow.

Reply #21 Top


Heres some Simplish ways to make tactical cobat worth it

Territory & Tactics

The first Reason Tactical combat is boring is that it involves absolutely no tactics worth mentioning. Controlling tiles in is a huge part of tactical combat in turn based games. In FE strategy is just running to mid and hitting first or pummeling with spells. The AI should just be waiting for the chance to pounce on your mage or archers, even to the point of keeping cavalry in reserve. To help prevent this many games use a system where units cant move next to enemy units without having to stop there. In FE zone of control is made usless because everyone dies in aprox two blows and some units have 10+ movement and initiative, also Terrain is too open. Chokepoints and defensible locations to move archers too are another thing that is completely absent. How about battling across a river with two bridges or something? Easy Simple fixes

Classes & Talents

Champion classes beyond the warrior and mage are horrible simply because the game is so simple. You cant specialize a warrior at all, a lv 15 warrior is exactly the same as any other and the stats system make Assassins pointless because theres nothing to specialize in. Defenders be useless becuase defense is pointless in a game where  you exchange like 2 blows of 60 dmg(Also see tactics above). The Assassin specialization is pointless because they tried to make them specialize in dext, which is just as useless as int. Crit strike is flawed if warriors are defined by only their strength stat and weapons deal dmg based on strength. Talents needs to be made more complex to even allow the classes we have. The Simplest way to revive fun champions is weapon specialization talents. For Example daggers as they stand just suck, but how about a talent that lets Assassins always strike twice with daggers? Or a Talent that gives Assassins a Dext based dmg bonus when using a bow? This fixes Assasins and makes champions more interesting. Defenders could get an improved defend talent for shields or a multi turn resistible stun for maces. There should be multiple abilities for every weapon and class in the game.

Units and Monsters

There are multiple types of dmg in FE, why are they never used beyond champion armor? Rock Spiders should laugh at cutting weapons. Cavalry should be afraid of whatever it is spears do. Also higher lv spears would be nice. There should be units in the game that are almost impossible to kill unless you have their weakness, be it fire or hammers. Instead every unit and monster in the game is just X hp, X dmg, X Init with a face. If it's got four legs it's fast and if it's got eight it's poisonous.

Unit stacks are underpowered again due to their simplicity, their just normal units with a weakness. The interaction between monsters, champions and stacks should be made more interesting. Unless using a special ability or talent, champions or monsters shouldn't be able to kill more than 1 unit in a stack per turn. Inversely their should be a limit to how many guys in a stack can attack, maybe just the front row (Unless they have spears? or a Spearwall talent?). Just think about how much this actually adds to the game. It makes initiative more important if you want to kill stacks or strength more important to kill monsters. Plus abilities for warrior champions would become more specialized, allowing you to build warrior champions more than just one way. Sword/Shield Duelist to fight other champions? GreatSword wielding monster slayer? Mace wielding stack slaughterer?

Reply #22 Top

Quoting Kamamura_CZ, reply 20
all unnecessary chores that don't give present you interesting choices or dilemmas should be either automated, abstracted, or removed altogether.
End of Kamamura_CZ's quote

So why don't we replace the whole game with one big I win button since the whole thing is a time waster?

Tactical Combat is in because some people enjoy it. You can always bypass it by auto resolve if it isn't your cup of tea. That being said, even without the AI some of the Tactical Combat encounters can pose some interesting choices.

Reply #23 Top

Quoting Zygwen, reply 22

Quoting Kamamura_CZ, reply 20all unnecessary chores that don't give present you interesting choices or dilemmas should be either automated, abstracted, or removed altogether.

So why don't we replace the whole game with one big I win button since the whole thing is a time waster?

Tactical Combat is in because some people enjoy it. You can always bypass it by auto resolve if it isn't your cup of tea. That being said, even without the AI some of the Tactical Combat encounters can pose some interesting choices.
End of Zygwen's quote

I disagree.  As it is currently setup, once I get passed very early game my strategy for tactical battles never changes.  Never.  Not once.  No matter the opponent.  Same strategy for the last fight of the master quest as the strongest enemy sovereign as the strongest enemy army as the strongest wildlands packs as the weakest mobs I don't bother autoresolving.  

The skeleton of tactical battles is fine.  The overall systems and gameplay rules work.  They just need to be fleshed out and augmented.  Right now there is nothing tactical about it at all, except for the fact that I have to move the units into position and tell them who to kill.  Actual tactics are irrelevant.  I'm never forced to adapt my strategy.  Where I move my units is largely irrelevant.  Tactical strategy never allows me to win a fight that I shouldn't, nor does it cause me to lose a fight I should win.  

Until actual tactics can make that difference, between winning and losing, tactical battles need work.  I agree with others that tactical battles need more subsystems.  Above all, they need DIFFICULT choices.  

Reply #24 Top

Quoting Kantok, reply 23
The skeleton of tactical battles is fine. The overall systems and gameplay rules work. They just need to be fleshed out and augmented. Right now there is nothing tactical about it at all, except for the fact that I have to move the units into position and tell them who to kill. Actual tactics are irrelevant. I'm never forced to adapt my strategy. Where I move my units is largely irrelevant. Tactical strategy never allows me to win a fight that I shouldn't, nor does it cause me to lose a fight I should win.

Until actual tactics can make that difference, between winning and losing, tactical battles need work. I agree with others that tactical battles need more subsystems. Above all, they need DIFFICULT choices.
End of Kantok's quote

 

Pretty much what I said. Until Archer buff, dmg resistance/bonuses, Better zone of control and more interesting battle terrain are added, tactics are completly absent. Its just who has the better stats auto wins.