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Combat: Range, Initiative and unit swapping

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11 years ago
Aug 16, 2014, 8:39:05 PM
1- Range: It would be nice to have an indicator of unit attack range during combat. It could simply be added to the unit information display. For example I need to know the attack range of the Vaulter Marines or Ceratan Driders without having to experiment and risk losing the battle altogether.



2- Initiative: Currently, this is the least useful stat in combat right now. I think it could be buffed slightly >> If the attacking unit has more initiative than a defending unit, then the defense Stat of the attacker is increased by the HALF difference between their Initiatives during that attack ONLY. This way, the attacker will take less counter-attack damage during that attack move.



For example, my ((Delver Dredge with 50 initiative and 30 defense)) attacks a ((Harmonite with 12 initiative)). During that attack, my Dredge will have 19 extra defense (50 -12 = 38. 19 is half 38). So, it will take less damage from the Harmonite counter attack. This way, high speed units are less fragile during attacks. It makes sense right? since they are "quick and have high reflex".



Based on this change, the initiative stat becomes more useful. If it is applied, it might need to be modified for all units to be more balanced. It CAN be done. You can also balance this by making the Critical stat increase counter-attack damage. So you can give low initiative units more critical instead...



3- I said it before, I'll say it again just to confirm. We need to allow the player to order his unit to MOVE onto a tile that was previously occupied by another unit, assuming that it will be empty by then. After the order is given, if the tile was NOT empty, then the unit will move according to its AI. Right now, if a tile is occupied I cannot tell my units to move to it even when I am absolutely sure that it will be empty next turn. It's very frustrating in crowded battles in late game to position them properly, especially for Broken Lords since positioning is VERY important when playing them in combat allowing them to heal properly...



EDIT: Concerning initiative, don't forget to balance (or nerf) the Glassteel equipment based on this change, if you apply itsmiley: wink
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11 years ago
Aug 17, 2014, 12:50:16 PM
I wholeheartedly agree to points 1 and 3. These are UI and control changes that simply have to be implemented.

Regarding the low value of initiative, however, I might suggest simply reducing retaliation damage in general, or potentially applying damage in initiative order rather than simultaneously, giving high initiative units a chance to take no retaliation damage from the unit the attack. That may be too powerful on some units, however.
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11 years ago
Aug 17, 2014, 1:35:41 PM
Not sure if all stats need to be equally valuable, as long as they are costed correctly. Initiative is probably the only stat that is easily understood at the moment...
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11 years ago
Aug 21, 2014, 3:51:24 PM
I hope the new build will give more clarity on the battle system. I completely agree with "1", it is very important to know the units range.
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