[0.98] Regeneration enchantment

Regeneration still forces the player to run in circles in tactical field to regenerate full health.

https://forums.elementalgame.com/431289

3,538 views 13 replies
Reply #1 Top


It doesn't force you to do anything...

However, it would be nice if there was a 'stale' mechanic put in place, ie, if there is non-combat for 5 turns or something, you 'flee' from combat and get zero experaince from the encounter. The encounter could even reset as if you didn't defeat anyone, but you still take the losses (if any).

 

Reply #2 Top

Quoting GFireflyE, reply 1

However, it would be nice if there was a 'stale' mechanic put in place, ie, if there is non-combat for 5 turns or something, you 'flee' from combat and get zero experaince from the encounter. The encounter could even reset as if you didn't defeat anyone, but you still take the losses (if any).

 
End of GFireflyE's quote

 

^This, is an excellent idea! :yes:

Reply #3 Top

If there is non-combat for x turns is still as gameable.  I think we need to limit the amount of total turns for tactical combat to stop this behavior (if combat isn't completed in x turns its a bounce and the attackers are moved back to their original tile (all units that died on both sides are still dead).

There are some considerations, such as exposing an issue where defenders are now incented to run around forever to cause combat to timeout and push the attacker.  But its definitly a more minor issue than what we have.

 

Reply #4 Top

we could have webbing or 'net throwing' type attacks/shop items to help chase down those that like to run circles (my father will be p*ssed as this is his all time favorite tactic

heh, just thinkin about my slaver-horsemen running into a small village 'nettin up' tha harvest

maybe a two square throwing distance?


 

Reply #5 Top

Quoting Derek, reply 3
If there is non-combat for x turns is still as gameable.  I think we need to limit the amount of total turns for tactical combat to stop this behavior (if combat isn't completed in x turns its a bounce and the attackers are moved back to their original tile (all units that died on both sides are still dead).

There are some considerations, such as exposing an issue where defenders are now incented to run around forever to cause combat to timeout and push the attacker.  But its definitly a more minor issue than what we have.
End of Derek's quote

I wrote this so long ago....   Turn Limit on Tactical Battles

Reply #6 Top

Quoting Derek, reply 3
If there is non-combat for x turns is still as gameable.  I think we need to limit the amount of total turns for tactical combat to stop this behavior (if combat isn't completed in x turns its a bounce and the attackers are moved back to their original tile (all units that died on both sides are still dead).

There are some considerations, such as exposing an issue where defenders are now incented to run around forever to cause combat to timeout and push the attacker.  But its definitly a more minor issue than what we have.

 
End of Derek's quote

I definitely wouldn't be opposed to this.  Maybe tie it in to number of units starting the battle, or the tactical map size.

Reply #7 Top


It seems to me a turn-limit would just change one form of "gaimng the sytem" (running in circles to regenerate) into another (running in circles when you are getting your butt kicked so you can escape without having to use mana to caste Escape).

So I think a more targeted approach focused on the Regeneration (and range attack) issue is warranted - a few thoughts:

- I mentioned in a previous post...could have reneration in tactical battle only happen if the unit doesn't move during the round (can attack/defend, but must stay in same spot).  Units with enough intiative advanatge could still game the system, but would reduce its viability in most cases

- simply cap Regeneration in tactical at some level.  Not elegant, but as elegant as capping total turns before kicking out of tactical completely

- have ranged attacks "run out of ammo" after a certain number of attacks

Seems like these type of changes (or others that can be thought of by better minds than mine) would solve the issue without adding a new gambit of running around to escape...

Reply #8 Top

Quoting Derek, reply 3
If there is non-combat for x turns is still as gameable.  I think we need to limit the amount of total turns for tactical combat to stop this behavior (if combat isn't completed in x turns its a bounce and the attackers are moved back to their original tile (all units that died on both sides are still dead).

There are some considerations, such as exposing an issue where defenders are now incented to run around forever to cause combat to timeout and push the attacker.  But its definitly a more minor issue than what we have.
 
End of Derek's quote

Turn limit will reduce many similar exploits. But it is not enough for Regeneration. Anyway you can heal 10-20 HP per battle before actual fighting. In most cases it is enough for living. Repeat idea: Maybe regeneration should be stopped when unit achieves Max Tactical HP. Max Tactical HP is maximal HP that unit had in current tactical battle. So unit HP during battle is capped by HP value it has in the beginning of the battle if it isn't healed, doesn't use potion, etc.

Reply #9 Top

A turn limit would not solve the current problem, I would run in circles, heal up, and then next turn just attack a weakened enemy with full hp kite all over again, all a turn limit does is just slow down the kiting tactic, I still get 300 xp for killing that drake so who cares if I spend 1 or 2 moves attacking it?.

I think some other limits could be:

1: Gives most monsters a 3-4 ranged attack with cd, so they could use that on kiting heroes, this would also need the AI to Move and THEN cast Throwing Knifes in the same turn.

2: Give some monsters the ability to slow down movement in tactical combat.

3: Put a turn limit on how many turns or how many HP regeneration can effectively heal.

4: Alter regeneration to just provide a massive boost between combat, instead of a slow trickle inside of combat.

I would rather have those ideas than a turn-limit on combat, I hate artificial turn limit, everywhere >_<

Sincerely
~ Kongdej

Reply #10 Top

Quoting Kongdej, reply 10
: Alter regeneration to just provide a massive boost between combat, instead of a slow trickle inside of combat
End of Kongdej's quote

heresy

Reply #11 Top

I think having monsters, AI civs with more ranged and spellcasting units would be a great counter to regen.  Also, there should be a spell / ability - which the AI would know how to use properly - that can remove targeted enchantments or spell effects from a unit.

 

Reply #12 Top

Quoting mqpiffle, reply 12
Also, there should be a spell / ability - which the AI would know how to use properly - that can remove targeted enchantments or spell effects from a unit.
End of mqpiffle's quote

This is a good idea too, some "remove buff" spell the AI would cast frantically at buffed units :D

Sincerely
~ Kongdej

Reply #13 Top

Quoting cattess, reply 8
It seems to me a turn-limit would just change one form of "gaimng the sytem" (running in circles to regenerate) into another (running in circles when you are getting your butt kicked so you can escape without having to use mana to caste Escape).
So I think a more targeted approach focused on the Regeneration (and range attack) issue is warranted - a few thoughts:
End of cattess's quote

Good points; agree on regeneration being the most apparent issue, although it is just a symptom of a deeper one.  Kiting, and crowd control.


Quoting Kongdej, reply 10
A turn limit would not solve the current problem, I would run in circles, heal up, and then next turn just attack a weakened enemy with full hp kite all over again, all a turn limit does is just slow down the kiting tactic, I still get 300 xp for killing that drake so who cares if I spend 1 or 2 moves attacking it?.
End of Kongdej's quote

^Another valid concern.

 

Quoting mqpiffle, reply 12
I think having monsters, AI civs with more ranged and spellcasting units would be a great counter to regen. Also, there should be a spell / ability - which the AI would know how to use properly - that can remove targeted enchantments or spell effects from a unit.
End of mqpiffle's quote

>>I also believe the solution is ensuring that through stats and/or abilities, all units are balanced to be strong in at least one of the following: initiative, movement, or range.  The inclusion of initiative and the tactical battle maps has created a rock/paper/scissors relationship between these three elements.<<  As Tuidjy pointed out, dodge and accuracy are additional concerns that all units must be balanced by to truly solve the kiting issue, especially as it pertains to regeneration.