Some Ideas For Mitigating Kiting, And The Regeneration Conundrum
Since the issues presented in the title are now receiving a bunch of attention by the devs, I would like to start a focused discussion surrounding them. I'm not suggesting that the proposals outlined are either mutually exclusive or all inclusive, rather a random smattering of ideas to try to inspire further thought about the issues.
1. Add Attack of Opportunity. If two or more opposing units are in adjacent to each other, and Unit Z tries to move away from melee, all opposing adjacent melee units should get an attack on Unit Z. This could also be introduced for firing bows in melee, casting spells in melee, etc.
2. If you are within a unit's zone of control, restrict movement to one tile in every direction. Furthermore, larger units (dragons, etc) zone of control and attack range ought to be 2 or more tiles.
3. Bows and staves could have a 'casting time' of one, accounting for aiming and concentrating respectively, and should have their damage increased a bit to account for this. If they move, they should not be able to start the firing process until their next action.
4. Add more ranged and spellcasting units to the AI factions and monsters.
5. Make Regeneration give a tactical ability which must be activated instead of automatically proccing every turn. This way, the unit must choose it's usual attack, or the minor healing bestowed from Regen. Alternatively, make it so if a unit takes any action during a combat turn (move, attack, cast a spell, drink a potion) Regen will not proc.