I've outlined bits and pieces of my ideal combat system in other threads, I think I'll pull it all together here. That said I'm in favor of a detailed and complex system of combat which might not be popular with some people so assuming it's all possible I've got a goal for modding.
Battle Setup:
-First things first I'd like to see larger army sizes, right now the maximum is 12 units per army. Ideally this would be able to scale up to 100 or so but that would require a better UI with regard to army management.
-Due to the size of armies we would also need scaling maps, whichever side has a larger army dictates the size of the battlefield.
-Players need to be able to place their units on the battlefield beforehand, the random setup just simply does not cut it
Maps:
-As I said more maps will need to be created of multiple size ranks. These maps also need to have more tactical variance and places that are desirable to control for logical reasons. High ground, cover, concealment, areas that sap movement, provide a boost to magical power, the possible options for tile bonuses and the tactical options they provide are staggering.
-Overall map bonuses day/night, weather and environmental concerns. Cold areas could see fire magic being less effective with frost being amplified. Stormy weather enhancing lightning spells and snuffing out flame spells. Desert heat amplifying the strength of fire spells while weakening frost. Where your battle takes place should be important and this brings me to the magic.
Magic:
-Spells need damage types and secondary effects.
-More support spells both offensive and defensive.
-Most important of all, magic needs to be able to alter the battlefield. Channelers can raise mountains, volcanoes, cause blizzards and storms. All on the strategic map, translate this into the combat. Magic ripped this world asunder and the new channelers are able to reshape it at will so allow them to do so during battles. Stop a cavalry charge by creating a flash flood in the tiles ahead of them, raise the land itself to give your archers a better vantage point, create lasting storms that interfere with enemy archers. I want to see magic play a really important tactical role in every battle that contains it. These people are powerful and it should be reflected in the battles tactically.
Combat Damage and Items:
Right now as many have noted, combat damage is simply too random and combined with current HP levels on units like champions, it's quite frustrating.
I'm a fan of Hit/Miss Damage/Damage resistance for items. This creates more reason to have a varied army with light/heavy infantry, archers, cavalry, spears vs hammers vs swords and so on.
Some item examples:
Boar Spear:
Damage: 5 (Piercing)
Defense: +5 (Due to reach)
Grants Ability: Spear Wall
Crit x2
Max Targets: 1
2h Warhammer:
Damage: 20 (Blunt)
Defense: -5 (difficult to parry with)
Attack: +10 (able to put all strength behind the blow and aim)
Combat Speed: -1 (slow lumbering weapon, high damage to compensate)
Grants Ability: Stunning Blow
Crit x3
Max Targets: 2
Leather Armor (set)
Slashing Resist: 15%
Blunt Resist: 20%
Pierce Resist: 5%
Lightning Resist: 10%
Fire Resist: 5%
Frost Resist: 10%
Defense +10
Grants Ability: Evasion
Plate Armor (Set)
Slashing Resist: 65%
Blunt Resist: 30%
Pierce Resist: 10%
Fire Resist: 15%
Frost Resist: 15%
Lightning Resist: -10%
Defense: -10
Combat Speed: -2
Grants Ability: Hold the Line!
Tower Shield:
Piercing Resist: 60%
Defense +15
Combat Speed -1
Attack -10
Grants Ability: Shield Wall
Ok so hypothetical situation here:
12 spearmen in leather with tower shields vs 6 hammerers in platemail
Assume the base attack/defense of all units is 50
Assume combat speed is the number of actions you get per turn as well as the number of counterattacks you get per turn
A critical hit is achieved if the difference between your Defense - attack roll is equal to half your attack score.
Spearmen have Attack of 40 and a defense of 80. Hammerers have an attack of 60 and a defense of 35. Both units have 20 hp per soldier so spearmen have 240 and hammerers have 120. For the sake of this experiment the spear group has a combat speed of 4 at the start of the engagement and the hammerers a combat speed of 2
ATTACKER TURN
Hammerers Attack:
They will roll attack vs defense for each unit in the friendly stack (I'm using excel to randomly generate the rolls)
Unit |
Attack |
Defense |
Difference |
Result |
1 |
24 |
15 |
9 |
Hit |
2 |
9 |
11 |
-2 |
Miss |
3 |
59 |
29 |
30 |
Crit |
4 |
29 |
8 |
21 |
Hit |
5 |
60 |
75 |
-15 |
Miss |
6 |
14 |
53 |
-39 |
Miss |
So in this attack round the hammerers inflicted 20/20/60 blunt damage on the Spearman team.
Leather armor has a 20% blunt damage reduction so total damage inflicted is 16/16/48. Now the warhammer has a max targets of two, so in one swing it could possibly damage two units. In this case we apply 16 to one spearman, dropping him to 4, the next hammerer hits him for 16, 12 of which spill over into spearman 2, he's down to 8 and spearman one is defeated. 48 is applied to spearman 2, 8 is enough to kill him and the remaining 40 is applied to spearman 3 which kills him outright.
Spearman group is down to 9 members now, they counterattack:
1 |
7 |
20 |
-13 |
Miss |
2 |
32 |
22 |
10 |
Hit |
3 |
21 |
2 |
19 |
Hit |
4 |
14 |
9 |
5 |
Hit |
5 |
33 |
18 |
15 |
Hit |
6 |
33 |
20 |
13 |
Hit |
7 |
17 |
19 |
-2 |
Miss |
8 |
19 |
11 |
8 |
Hit |
9 |
20 |
25 |
-5 |
Miss |
This round the spear group inflicted 5/5/5/5/5/5 damage to the hammer group, plate only has 10% pierce resist so it converts the damage to 4/4/4/4/4/4. They succeed in killing hammerer 1 and wounding hammerer 1 for 4 damage.
Hammerers Attack:
Unit |
Attack |
Defense |
Difference |
Result |
1 |
26 |
32 |
-6 |
Miss |
2 |
48 |
30 |
18 |
Hit |
3 |
5 |
46 |
-41 |
Miss |
4 |
19 |
59 |
-40 |
Miss |
5 |
26 |
38 |
-12 |
Miss |
This time the superior mobility granted by leather armor helped out the spear group and they take only 16 damage. Leaving spearman 4 at 4 hp.
DEFENDER TURN:
Spearmen group uses evasion (+10 Defense for 2 turns)
Spearmen Attack:
Unit |
Attack |
Defense |
Difference |
Result |
1 |
16 |
29 |
-13 |
Miss |
2 |
32 |
22 |
10 |
Hit |
3 |
29 |
21 |
8 |
Hit |
4 |
9 |
2 |
7 |
Hit |
5 |
18 |
24 |
-6 |
Miss |
6 |
11 |
29 |
-18 |
Miss |
7 |
40 |
10 |
30 |
Crit |
8 |
8 |
20 |
-12 |
Miss |
9 |
27 |
23 |
4 |
Hit |
This time the spearman group deals a total of 20 damage, this kills another of the hammer group outright.
Hammer group counterattacks:
Unit |
Attack |
Defense |
Difference |
Result |
1 |
4 |
34 |
-30 |
Miss |
2 |
3 |
54 |
-51 |
Miss |
3 |
20 |
65 |
-45 |
Miss |
4 |
40 |
70 |
-30 |
Miss |
While the evasion didn't really help much in this case the hammer group misses on all counts anyway.
Spear group attacks again:
Unit |
Attack |
Defense |
Difference |
Result |
1 |
18 |
29 |
-11 |
Miss |
2 |
16 |
28 |
-12 |
Miss |
3 |
13 |
14 |
-1 |
Miss |
4 |
39 |
5 |
34 |
Hit |
5 |
6 |
32 |
-26 |
Miss |
6 |
33 |
18 |
15 |
Hit |
7 |
26 |
13 |
13 |
Hit |
8 |
23 |
22 |
1 |
Hit |
9 |
18 |
18 |
0 |
Hit |
This time they deal another 20 damage killing a third hammer unit.
Hammer group retaliates:
1 |
32 |
17 |
15 |
Hit |
2 |
60 |
7 |
53 |
Hit |
3 |
16 |
65 |
-49 |
Miss |
They deal 16/16 damage total. 4 kills spearman 4, 12 carries over onto spearmen 5 and he's at 8. 16 hits him and 8 carries over onto spearmen 6.
Spearmen group attacks again:
1 |
4 |
22 |
-18 |
Miss |
2 |
33 |
13 |
20 |
Hit |
3 |
38 |
7 |
31 |
Hit |
4 |
31 |
19 |
12 |
Hit |
5 |
2 |
21 |
-19 |
Miss |
6 |
39 |
16 |
23 |
Hit |
7 |
9 |
31 |
-22 |
Miss |
They deal 16 damage wounding a hammerer and leaving him with 4 hp.
ATTACKER TURN:
Hammerers use Hold the line (20% bonus to resists for 2 turns, unit is immobile)
Hammerers attack:
1 |
32 |
17 |
15 |
Hit |
2 |
60 |
7 |
53 |
Hit |
3 |
16 |
65 |
-49 |
Miss |
They deal 16/16 damage, spearman 6 is killed, 8 is dealt to spearman 7. The other 16 applies to spearman 7, killing him and carrying over to spearman 8.
Current Battle stats:
Hammerers are at 44/120 hp and retains 3 members
Spear group is at 88/240 and contains 5 members
Spearman counter:
1 |
4 |
22 |
-18 |
Miss |
2 |
33 |
13 |
20 |
Hit |
3 |
38 |
7 |
31 |
Hit |
4 |
31 |
19 |
12 |
Hit |
5 |
2 |
21 |
-19 |
Miss |
Normally they'd do 12 damage but due to hold the line this is further reduced. Base damage of 5/5/5 is reduced by a total of 30% 3/3/3
9 damage is dealt to the hammerers, but since spear damage cannot carry over multiple units, it takes 6 of it to kill the 4hp hammerer and leaving the next one to only take 3 damage.
DEFENDER TURN:
Spearman attack:
1 |
25 |
22 |
3 |
Hit |
2 |
26 |
3 |
23 |
Hit |
3 |
10 |
35 |
-25 |
Miss |
4 |
17 |
2 |
15 |
Hit |
5 |
25 |
12 |
13 |
Hit |
This time they deal 12 damage since hold the line remains active. Hammerer has two members remaining and one of them has 5 hp.
Hammerers Counter:
Unit |
Attack |
Defense |
Difference |
Result |
1 |
38 |
23 |
15 |
Hit |
2 |
52 |
85 |
-33 |
Miss |
They deal 16 damage, again killing a spearman and wounding a second for 8.
Spearmen Attack:
1 |
32 |
20 |
12 |
Hit |
2 |
11 |
30 |
-19 |
Miss |
3 |
7 |
23 |
-16 |
Miss |
4 |
32 |
20 |
12 |
Hit |
They deal 6 damage, killing the second to last hammer unit.
Hammerers retaliate:
He manages to barely kill another spearman and wound a second for 8.
Spearmen attack:
1 |
32 |
20 |
12 |
Hit |
2 |
11 |
30 |
-19 |
Miss |
3 |
7 |
23 |
-16 |
Miss |
They damage the final hammer unit for 3.
Hammerer is out of counterattacks for the turn and cannot respond.
Spearmen attack again:
1 |
23 |
12 |
11 |
Hit |
2 |
36 |
17 |
19 |
Hit |
3 |
16 |
16 |
0 |
Hit |
They deal 9 damage tot he hammerer, he's down to 8 hp now, and still cannot retaliate.
ATTACKER TURN:
Hammerer attacks:
Crushing blow used: Enemy unit cannot retaliate this turn.
He gets a fairly lucky hit and strikes down another spearman while wounding a second.
Spearmen are stunned -50 defense
Hammerer attacks again:
Unit |
Attack |
Defense |
Difference |
Result |
1 |
14 |
-30 |
44 |
Hit |
He kills another spearman and wounds the final unit.
DEFENDER TURN:
Spearmen uses spear wall: (+10 defense +20 Def/Att vs mounted units lasts 2 turns, unit is immobile.)
Spearmen attacks:
Unit |
Attack |
Defense |
Difference |
Result |
1 |
21 |
15 |
6 |
Hit |
And deals 4 damage to the hammer unit (hold the line has ended) hammerer is reduced to 4 hp.
Hammerer retaliates:
He misses
Spearman Attacks:
And he hits for 4 damage, killing the hammer group at long last.
Now obviously the numbers can be tweaked, I just kind of threw them all together at random for this mock battle but it should be able to convey the kind of numbers I'd like to see backing the combat system. I'd also like to point at out that the training techs could easily allow you to train units with higher attack/defense skills as well as hp, that would've changed the outcome of this fight quite easily. It might also be a good idea to make the attack/defense rolls a bit less random by having a minimum value as a % of the total added in, just to normalize the results a bit more.
Special Abilities:
-No doubt you noticed that I placed special abilities on the items and armor sets that the units in my fake battle used. This is something I'd like to see for pretty much every weapon/armor combination so that there are more reasons than just damage to design a unit. Currently unit design is pretty bland and the only real concerns are what you can afford that has the highest #'s I'd like to see that change. Variety is the spice of life right?
-This feeds into champion development as well, I'd like to see champions able to pick from a list of special abilities based on their "class" in the game as they level up. They also need some more HP in order to survive in battles with units that are composed of 12 soldiers or more. Alternately they could be used to command units, say you can merge a group of 3 units into a regiment led by the champion himself, granting bonuses to morale/offense/defense/etc.. based on the skills of the hero. That way you can build up combat champions or commanding champions in addition to mage champions.
Combat Phases:
-I don't particularly care for an entire side going at once, frogboy posted in another thread the possible new system of splitting the turn into 10 more turns or phases then allowing actions to occur on certain phases for the different combat speeds. Combining that system with my damage system would likely work very well with a few tweaks and I like the way they were going with combat phases. Just thought it needed a mention here.
Movement and animations:
-I'd like to see a continuous animation system so when two units are engaged in combat there is a fighting animation that continues while it isn't either units turn. Ideally once a melee unit engages another melee unit they would be "stuck" in combat and would not be able to retreat without penalty.
-This goes hand in hand with the previous suggestion but the animations for combat with multiple soldier units should reflect that kind of fighting, one guy walking up and smacking them is kind of odd to see.
-All movement and combat animations need to have an option to be sped up if people want to do so.
-Have the option to plan movement ahead a few turns and a visual representation on the map of the planned path so you won't have to move every single unit every turn all the time.
I know this is a gigantic post and I doubt anyone is going to read the entire thing, but if you do, let me know what you think.