My first post here so I'll start with a quick intro. My favorite games to date are MoM and Civ3. I played Civ3 quite a bit and pushed its limits, including games published on CivFanatics such as the first published six way win and the first "Sid" level PTW win in the Hall of Fame. I've also enjoyed MOO, XCom, HOMM, and some others. I discovered this site recently and am excited about Elemental. I've long hoped to see a new strategy game which incorporates the great elements which were unique in MoM.
This thread seems to me to be of utmost importance to the overall feel of Elemental. Will Elemental emphasize strategic play or tactical play? Single player or multi-player? Or somehow provide great play in all four combinations of those attributes? This subject (tactical combat) is perhaps the strongest distinguishing factor regarding which audience a game primarily targets (strategic/tactical and single/multiplayer.) I think that while choosing a tactical combat system Elemental must choose one or more of these targets as their primary audience, understanding that choosing more than one of those four combinations is quite ambitious. I think that to be a great game for more than one of these target audiences it will be necessary to separately implement and balance different approaches to battles.
Much of the discussion on this thread is by players who like rich tactical play, mostly singleplayer, some multiplayer. I'll be going against the grain here because my prefered environment is strategic/singleplayer.
I'm worried about a focus on rich tactical play. The most replayable game I've played, by a very long shot (I don't want to know how many hours I spent in it), was Civ3. Games I tired of more quickly were generally because of their tactical play. HOMM (I played I to IV) and XCom (I played two versions) are examples. I found them fun for a while, sometimes quite a while, but eventually I pretty much knew what I'd do in any tactical situation and they came to feel too repetitive.
I prefer to spend more game time planning for battles than playing battles and this ratio may be at the heart of what makes a good game more appealing to one type of player than another.
An option to auto-resolve combat does not address this problem. The problem with that for someone who likes to push a game to its limits, finding ways to win (or lose
) given improbable or "impossible" conditions, and to achieve quickest or highest scoring victories from a given start, is that with an auto combat option there are only two possible results and neither is satisfying:
1) The AI invoked by auto mode is clever enough that I can never do better. If this is the case, then why would I ever choose to not use it? Manual battle becomes meaningless to me in this case and I don't even want an option, let's auto-resolve it whenever I'm in a fight so I can continue with the game elements where my choices matter.
2) I can do better than the AI. In this case, I will never use the AI except perhaps while exploring some strategic approach in a test game. In a real game I will do my best to try to win and to win as decisively as I can. If (when?) I reach the point that I'd rather auto-resolve battles because they aren't fun any more, I'll also lose interest in the game because I'm no longer giving it my best effort.
Bottom line: Either tactial battles are meaningless and shouldn't even be in the game or they are meaningful and I will always fight them in detail.
Winner Takes All?
I don't think winner takes all is a good approach, for the same reasons others have already given.
Retreat?
To me an important factor in this is who started the fight.
It looks like Elemental will follow the usual approach where one party initiates combat by moving onto a world tile occupied by another party.
I think that the invading party should be able to terminate the attack at any time when it is their turn to act, and that this should return their remaining units to the tile from which they initiated the attack. The defending party should either have no retreat option at all, or if they have one it should have a significant associated penalty (payment to the attacker, loss and/or weakening of most units, etc.)
This model, where the combat initiator is in control of whether combat continues until a win or stops before then, works very well in Civilization and adds much to its strategic depth. It enables strategies based on hit and run. It enables skirmishes. It enables deliberate weakening of stacks which cannot be defeated with control over how far it is taken.
Although a tile's defender does not have the same retreat option as the attacker in this model, this does not imbalance game play. If one player attacks another and then retreats before finishing off the defender, the defender can on their next turn choose to attack the first party. (Unless of course the attacker had the ability to retreat out of range, which should be a special case affecting strategic decisions.)
On a related note, I think that defenders should almost always have a slight advantage (possibly more than slight due to terrain, walls, etc.) Given a situation where everything is equal (unit strength, inherent and strategic value of a tile, etc.) the balance should be such that it is not worthwhile to initiate combat. This delicate balance which slightly favors non-attack is one of the things which makes strategic play more satisfying.
Limit Combat Duration?
I think it important that by design there is no need to have a limit. The nature of the tactical battlefield should be such that there is an inevitable reduction of units until either one party is wiped out or the invader retreats.
I remember a situation in MoM where my best course of action during a battle was to run around in circles avoiding contact until the battle was terminated. (I've forgotten the details, it is a long time since I played MoM.) I'd like the very structure of the tactical combat to preclude possibilities like that, even if it means simplifying it.
Morale?
I'm not for or against using morale as a factor in the makeup of Kingdom units. However I do want to say that the concept of morale seems wrong to me for Empires. When I'm playing as an evil overlord, I expect my subjects to be motivated by fear (and perhaps greed and sadism in the leaders.) I don't give a damn how low their morale is and I expect them to be oblivious to pain.
If only Kingdom units have morale things will get harder to balance. There has to be an offset of some sort for Empires. An easy out would be to give them something functionally equivalent with another name (weariness?) Not sure that really works.
I do think that the more factors there are which affect each units behaviour and odds in various situations, the more difficult it becomes to balance the game such that all the factors matter and contribute meaningfully to various strategies. I've never become deeply immersed in an RPG style game which has a lot of separate modifiers contributing to each unit's makeup.
My Preference
I'd like to see tactical combat which is no more complex (in terms of number of decisions to be made to complete a fight between two stacks of a given size) than MoM. I think that anything more detailed that that (in terms of number of decisions to be made and acted on) will slide toward a game which feels more oriented toward tactical play than strategic play and won't be my cup of tea for long term replayability.
I imagine there are a number of ways that could be accomplished. A quick example which might be tweaked into something good:
At any point during tactical combat, one of the two players has the initiative. On each turn the player with the iniative does one of the following:
1. Throws a spell. After it is cast, the other player gets the iniative.
2. Choose a unit (or unit group) which will attack. The other player then chooses a unit who will defend. One round of combat then occurs between the selected units and is automatically resolved. The result is always that there is at least some damage to one side or the other. After the combat the initiative remains with the same player as before the combat.
3. Retreat. (Available only to the invader, or perhaps also to the defender but at some high cost in that case.)
The above would functionally be Civ style combat with the addition of spells and an associated cost when throwing a spell of giving up the initiative, and the addition of the defender choosing the unit which combats each attacker.
To my mind the next level of complexity would occur if a 4th choice were added to the above list to allow movement of units on a field of play. That's a big jump because it introduces the possibility of endless cat and mouse play and something must be done to deal with that, and also because if it becomes very sophisticated it risks the game feel becoming overall dominated by tactical play. (And of course that might be a good thing if that's where the developers want to go. The result will appeal more to some people, less to others.)
Pleasing Everyone
Perhaps it is possible to please everyone with one game by having different modules which provide deeper vs. quicker tactical combat, real time vs. turn based combat, and tuning each module to work well and to work with correspondingly tuned factors throughout the rest of the game. The style of play would be selected at the outset of each game and would determine the feel of the entire game.
But that seems way too ambitious to target in an initial release. I think the developers should choose the overall feel and associated primary target audience for the game before committing to a particular model for tactical combat. Then design the tactical combat to work very well for that audience.