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In game Battles/Wars suggestions and wishes

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5 years ago
Mar 22, 2020, 10:57:33 AM

I am more into the pre modern era because it was a fascinating era for Humankind and war/battles were one of the most interesting parts of that era along with religion.

When I am talking about war/battles of the pre modern era, I am speaking especially about the way they were fought and the formations, tactics that were used to win battles, especially when it comes to battles between a large army vs small army and very well equipped army vs poorly equipped army but with more motivation and zeal to win the battle for many different reasons and aspects what ever they may be.


I can spend days explaining why more detailed battles are very important and will push the game forward but i prefer to be more brief with delivering the idea across.

I was very interested in playing "Civilization" game, but after i saw the weird map design and the boring war mechanism I just declined.


My dream/wishes considering this game of Humankind along with all aspects other than war that i want to be perfect, fascinating and interesting just like human history,

Is that this game have a war mechanism like in "Total War" (& Mount and Blade) for the battles in pre modern era and a war mechanism like in "Hearts of Iron" for modern era (Not very sure about this choice/ it's the only modern era conquest strategy based game that I played and i didn't like it that much to be honest) .

I played Crusader Kings and EU4, amazing games no doubt, but the only missing part was the battles were more exciting when i play Medieval 2 Total War or Attila, Rome 2 and Three Kingdoms.


If you can recruit soldiers then training them, developing the army and leading them to battles that you lead yourself if you want and giving orders and maybe even fight yourself (as a leader) in the front line and have the choice to either capture, execute, imprison or release with conditions the leader/king of the opposite army the game will be just Perfect.


Is that possible? you tell me...you are the devellopers and the designers and i am just a consumer that want quality and worthy game for this era of advanced technology when everything should be possible in the digital world.

Updated 5 years ago.
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5 years ago
Mar 22, 2020, 5:08:13 PM

Prisoners of war would be a very interesting aspect to a 4X game, I wonder how that could be represented. It would probably require a man power mechanic to make any sense, and would have to have some benefit over just ordering your soldiers to fight to the last man. Maybe a morale system that can cause desertion or surrender, so you don't have a choice over whether your troops can be captured?


As far as having the leader of the culture down on the battlefield themselves that might not make sense given the scale of the game and the nature of an immortal, omniscient and all powerful leader in a 4X game, but having generals or some kind of battlefield command that can be captured for bargaining power could make sense.

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5 years ago
Mar 22, 2020, 8:00:14 PM

Given the developer revelations so far, and previous Amplitude titles, I highly doubt the war system will be anywhere near as detailed as you are hoping. By all appearances this will be an updated, non-fantasy version of Endless Legend.


Please also keep in mind what are reasonable constraints for a era-spanning, globe-spanning 4X game. Personal command and real-time battles are not reasonable, especially not for any multiplayer games. Furthermore, any battle system should stay consistent across history, so that the player does not have to constantly re-learn a system. Certainly tactics and units may change with history, but strategy is timeless, as both Sun Tzu and Clauswitz can attest.


I would suggest looking at the Unity of Command series as an example of a game system where battles are properly scaled to the geographic and historic world. "Morale" specifically doesn't exist, but unit experience does improve combat strength, and units that are forced to fight without rest are weakened. There is PoW mechanic, but this specifically fits into the Unity of Command systems of of combat and intelligence.


Keep in mind how this system would help or hurt you in a multiplayer game. PoWs or morale shock is easy to do badly, and can lead to a cycle where the stronger army keeps winning. Perhaps capturing your unit will cost the enemy a movement or attack. Maybe units that "die" inside your borders will add production to building a new unit. Any system must be simple enough for new players to grasp, and also fit well with the other, non-war features of HumanKind.

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5 years ago
Mar 22, 2020, 8:16:28 PM
grug wrote:

Prisoners of war would be a very interesting aspect to a 4X game, I wonder how that could be represented. It would probably require a man power mechanic to make any sense, and would have to have some benefit over just ordering your soldiers to fight to the last man. Maybe a morale system that can cause desertion or surrender, so you don't have a choice over whether your troops can be captured?


As far as having the leader of the culture down on the battlefield themselves that might not make sense given the scale of the game and the nature of an immortal, omniscient and all powerful leader in a 4X game, but having generals or some kind of battlefield command that can be captured for bargaining power could make sense.

Yeah, you can ransom the prisoner to get more money or you can force a peace treaty in exchange for releasing an emperor or an experienced commander that the leader or the emperor didn't want to lose.


As for having the leader of a culture going to fight battles with his men like a real man to boost his troops who may be outnumbered and however he will be next if his last army get defeated.

why doesn't it make sense when it happened many times through history. And however, if the leader or the emperor dies in a battle he can be replaced by his oldest son or by another heir you can choose as you are playing as the whole culture or country not as one specific character through the whole game.

I think it will be fun if you have all those different choices, especially knowing the fact that they don't contradict with history.

Yeah, maybe for the modern era, it doesn't make sense to see the leader fighting on the battlefield, but in medieval era going back it was a normal thing, it was even required sometimes as i mentioned above to give more boost to the army and to lead them personally in important battles.

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5 years ago
Mar 22, 2020, 8:45:32 PM
Aye_Avast wrote:

Given the developer revelations so far, and previous Amplitude titles, I highly doubt the war system will be anywhere near as detailed as you are hoping. By all appearances this will be an updated, non-fantasy version of Endless Legend.


Please also keep in mind what are reasonable constraints for a era-spanning, globe-spanning 4X game. Personal command and real-time battles are not reasonable, especially not for any multiplayer games. Furthermore, any battle system should stay consistent across history, so that the player does not have to constantly re-learn a system. Certainly tactics and units may change with history, but strategy is timeless, as both Sun Tzu and Clauswitz can attest.


I would suggest looking at the Unity of Command series as an example of a game system where battles are properly scaled to the geographic and historic world. "Morale" specifically doesn't exist, but unit experience does improve combat strength, and units that are forced to fight without rest are weakened. There is PoW mechanic, but this specifically fits into the Unity of Command systems of of combat and intelligence.


Keep in mind how this system would help or hurt you in a multiplayer game. PoWs or morale shock is easy to do badly, and can lead to a cycle where the stronger army keeps winning. Perhaps capturing your unit will cost the enemy a movement or attack. Maybe units that "die" inside your borders will add production to building a new unit. Any system must be simple enough for new players to grasp, and also fit well with the other, non-war features of HumanKind.

I never heard of something called 4X game before i am not an expert in the domain of games as I already quoted in my original post I am just a simple consumer I don't play multi-player games when it comes to strategy games like this and I don't like fantasy games, i prefer games that are as realistic as possible. I am not interested in fighting dragons or fighting with a sword that throw fire or lightning...


I agree that all these details will be hard to go through in multiplayer game, but lets face it also, when you have time and you want to play whenever you want an exciting game against the AI, you want a detailed game with all the feats I mentioned in my original post or even more.

I think the idea of the game is just amazing and i just want it to be perfect.


And there are people who play multiplayer in Total War and Mount and Blade and fighting battles against each other and they are enjoying it.

It can be optional, so you can join a server that is disabling or enabling detailed battles and wars.


All i can say is that it will be more fun and "realistic" and i think with all the aspects already on the game it will bring more fans and users than usual. 

Updated 5 years ago.
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5 years ago
Mar 22, 2020, 9:25:58 PM

From Wikipedia:

"4X is a genre of strategy-based video and board games in which players control an empire and "eXplore, eXpand, eXploit, and eXterminate". 

It sounds to me like most of the games you mention fall into the category of 4X.


The problem with battle time is that it can easily take 15 minutes or more per battle, and you won't always be fighting another player. Best case scenario, you wait a few minutes while other humans taker their turns. Worst case you can easily take 1 hour or more where you as a player have nothing to do while everyone else is fighting each other, or the AI. The time cost may be worth it to you, but I don't have that much free time. -The longer turns become, the more difficult it will be to keep players interested in a game, especially if they are kept waiting.


Amplitude has already demonstrated the basics of battles, and it is very similar to their Endless Legend title. Armies (represented as a 1-tile stack of units) move across the map. Fighting is turn-based, and will be similar to Civilization style battles. While Amplitude may have some new tricks in store, I think they have already committed to a battle system that doesn't include real-time combat.


Updated 5 years ago.
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5 years ago
Mar 23, 2020, 10:04:04 PM
Chihentley wrote:
grug wrote:

As far as having the leader of the culture down on the battlefield themselves that might not make sense given the scale of the game and the nature of an immortal, omniscient and all powerful leader in a 4X game, but having generals or some kind of battlefield command that can be captured for bargaining power could make sense.

As for having the leader of a culture going to fight battles with his men like a real man to boost his troops who may be outnumbered and however he will be next if his last army get defeated.

why doesn't it make sense when it happened many times through history. And however, if the leader or the emperor dies in a battle he can be replaced by his oldest son or by another heir you can choose as you are playing as the whole culture or country not as one specific character through the whole game.

I think it will be fun if you have all those different choices, especially knowing the fact that they don't contradict with history.

Yeah, maybe for the modern era, it doesn't make sense to see the leader fighting on the battlefield, but in medieval era going back it was a normal thing, it was even required sometimes as i mentioned above to give more boost to the army and to lead them personally in important battles.

Check out the custom leaders reveal in the devblog. For 4X games like this that span all of human history, leaders last through the whole game, not as a succession of rulers. They are more of an abstract and immortal person that controls everything from trade to culture to city building to the military than a real political ruler. This also lets the game represent cultures like the Phoenicians who don't really have a single political ruler.

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