Reinforcement idea will change the gameplay flow, but I think it might be interesting...


Combat

  • All Combat Resolves at the end of the turn (i.e. you select your battle plans, but the battle doesn't resolve until after everyone hits end turn)
  • After selecting battle plan, you can select a fleet to reinforce any conflict within range.
  • Reinforcing fleet gets a delay penalty based upon movement spent in order to reach the battle.
  • Reinforcement plans: Cautious (prevent losses, but do less damage), Reckless (take more damage, but reduce delay penalty), or Normal.


Benefits to the idea:

  • Cleans up combat. Rather than having to deal with numerous separate battles (which is both time consuming and less epic feeling), you smaller battles can combine into a single (or at least fewer) epic battles.
  • More Cinematic. Rather than just being arrive, shoot, resolution, the addition of reinforcements gives you something to cheer for or cross-your-fingers that they don't show up in time, making the battle much more engaging.


Potential Issue:

  • Changes gameflow since you can't have a combat and move the fleet afterwards on the same turn.


Ground Battle idea is more straight forward. Ground battle screen will have an option to deploy your hero onto the ground. Incentives using Heroes in Fleets (which is always useful, since governing tends to be better generally). Also provides some attachment to the ground combat rather than just being anonymous (not even faction specific) soldiers. Perhaps have some art for a hero victory screen for a ground battle for each faction?