Please split Initiative into Initiative (who goes first) and Attack Time (time until you attack again)

Initiative is trying to do too many things now

Dear Fallen Enchantress team,

 

I think tactical combat, equipment, and traits would be significantly improved by splitting the existing functionality of initiative into two separate stats. Currently, initiative determines both which unit goes first and how frequently a unit acts. If initiative only determined who went first, and attack time determined how frequently a unit acted, you (the designers) would have another dial to turn for tuning and we (the players) would have a fun tool for building different varieties of heroes and units.

 

The system I imagine would work like this:

  1. The unit with the highest Initiative acts on the first second of combat.
  2. Each action, including movement, takes a certain number of seconds before the unit acts again.
  3. Small fast weapons take fewer seconds to attack with, but do less damage in exchange.
  4. Every unit gets access to a charge maneuver that lets the unit move and attack all at once.
  5. Units get a free attack (at reduced accuracy/damage) against units that leave base contact.

 

Basic actions and weapons

Action             Time                              Description

Move              10 secs                          Move unit's movement speed

Dagger              6 secs                          Attack for Strength * 0.6 damage

Sword              10 secs                         Attack for Strength * 1 damage

Giant axe         15 secs                         Attack for Strength * 1.5 damage

Charge             9+weapon speed secs  Move unit's movement speed and attack for weapon damage. Can't do twice in a row.

Fire Darts        10 secs                          Ranged fire attack spell

Summon Wolf 30 secs                         Summon shadow wolf spell (no more need for clunky "turns to cast" mechanic)

Bow                 12 secs                         Attack for Strength * 0.8 damage at range



Systems like this can break down if you pile on enough reductions to action times, so there should be a minimum speed of 5 seconds. (With maybe a rare high level trait that lowers the cap to 4 seconds.)


Traits, Spells, Equipment, and Magic Item properties

Haste Spell              Reduce time for melee or ranged attack by 1+1 per air shard

Focus Spell             Reduce time for spellcasting by 1+1 per water shard

Alertness Trait        +10 Initiative

Nimble Trait           -2 seconds for unmounted movement

Horseman Trait       -2 seconds for mounted movement

Horse                      +1 move, -1 seconds for movement, +30 carry weight, hard to knock down, count as mounted

Tricky Trait            Gain Withdraw maneuver that allows an attack then move without provoking the free attack (charge only allows move then attack, not vice versa)

Tumbler Trait         Never provoke free attack for leaving contact

Quick Hands Trait  -1 second for weapon attacks



I know that adding another stat is a major challenge, but I really think it would be worth it. Imagine the diversity of heroes and units. The assassin is a nimble tumbler with quick hands, darting around the battlefield applying the poisoned status to every unit. The knight is a terror on his first attack thanks to his lance's bonus charge damage and his Charger trait that adds to charge movement and damage, but then is no better than the typical warrior once he is stuck in melee. The alert brute wields a massive maul, knowing that if he goes first, it doesn't matter how long it takes to strike a second time when the first hit does enough damage. The spearman stands firm against charges, gaining a bonus to defense and doing a few points of damage when charged. The horse archer kites enemy units until they corner him against the woods, but does less damage than the unmounted archer. The nation with strong air and fire mages equips their troops with daggers, knowing that once haste and flaming weapons have been cast, the flat damage bonus of flaming weapons will tear through enemies. The nation with strong life and earth mages equips their troops with giant mauls, knowing that once stoneskin and strength have been cast, their units will easily withstand the pinpricks of lesser races until they can wipe them away with a single blow.

4,654 views 5 replies
Reply #1 Top

Also, this system gets rid of the current annoyance that carrying a dagger (which tend to have +init) makes you a faster spellcaster than someone carrying no weapon at all.

Reply #2 Top

I'd suggest something a little different

 

Movement points would a set amount per x number of impulse

 

Initiative would determine when it's your turn.  You'd move as much as you earned between your last turn, so you might only be able to move 1 space in a turn, other turns 2 spaces, but you could attack when it's your turn

 

Spells with charging time, as well as poison damage,  would be a set number of impulses as well , though casting would not start untl your next turn.

Reply #3 Top

That sounds very akin to an Action Point style system such as one of the first two Fallout games had.  Unfortunately, I suspect that something like that would involve a pretty huge change to the way that the engine handles combat.

I think Bouquet's base idea would probably be much easier to do within the current system - right now initiative is substantially unintuitive, and some of the trait effects still confuse me - +10 initiative on the first turn of combat seems to let the hero double move at the start of combat every time, when I'd have expected it to just let him act first (getting to go twice before anyone else moves is more than a little OP!)  In addition to the split between initiative and speed, I also like the idea of opportunity attacks against units that attempt to disengage - it feels like zones of control aren't quite control-y enough right now (it's too easy to flank), and archers aren't really penalized enough if they get flanked and have melee units close with them.

I'm not sure charges are necessary though - at least not for every unit.  Charge as a level-up benefit, or unique to certain weapon types might work better.  Then again, perhaps every unit could be given a charge, but some units could get better charges (ie, mounted ones)...  

Reply #4 Top

My main motivation for having a charge maneuver by default is laziness; I like being able to just right click on an enemy and have my guy go attack. Then I started thinking about the implications of having charge be a common occurrence and thought they were mostly positive in terms of adding variety and tactics.