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An Alternative to Capture the Flag

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4 years ago
Dec 3, 2020, 10:51:01 PM

This post is not about the realism of flags. This could be fixed fairly easily, by changing the flag to something else (i.e. a command post).

  1. It doesn't make sense for the attacker to be forced back because they didn't capture something, even if they decimated most of the enemy army
  2. The flag is arbitrarily placed by the game, meaning it can end up in an indefensible position
  3. The intent of flags appears to be to put the attacker on the offensive, however this is largely unnecessary since the would-be attacker can simply choose not to initiate battle

I suggest that all battles can be multi-turn (not to be confused with multi-round, which it already is), and can be ended by either side retreating. The exact implementation of retreating can be discussed, but one implementation could be the attacker is given the option to retreat when the combat is finished, and the defender the option on their turn start.

  1. This allows for strategic reinforcements from armies that are not already nearby
  2. Strategy in whether or not to wait for reinforcements, or risk the enemy being able to reinforce, mirroring real world battles

Other things, like the rounds in each turn of combat can be adjusted accordingly.


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4 years ago
Dec 3, 2020, 11:09:40 PM

This is indeed a very interesting suggestion. I'm not really sure what I should vote on this ???

On the one hand currently it is very annoying to be pushed back just because of running out of rounds and turns even if it is obvious one would have won if not running out of rounds/turns etc. On the other hand with current system it also gives the weaker civs a chance to not get steam rolled by the stronger civs. So I can see both positives and negatives with the current system.


It is such an important part of Humankind that it should not be taken lightly. Not to mention the clock is ticking down towards release. Changing the system too much could result in alot of other unbalances that it might not be worth risking it. Hmmm. It would be easy to make a quick decision on this and then wake up and realize the damage done (if any). I will have to think and ponder on this some more before making my decision on how to cast my vote. To consider the potential implications this change would make in relations to the rest of the game. It is definetly not a bad idea that You suggest. I'm just not sure it's better than the current system in the long run.

Updated 4 years ago.
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4 years ago
Dec 3, 2020, 11:53:03 PM

A few more things:

  1. This is more compatible with small numbers of rounds per turn (since otherwise fewer rounds is a heavy detriment to the attacker), which maybe be desirable for multiplayer
  2. There is tactical gameplay in trying to position better than the other side, and allows for skirmishing
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4 years ago
Dec 3, 2020, 11:59:25 PM

I personally see no particular issue with the battle system as stands, other than your comment about the flag spawning in otherwise undefensible positions. Were we given a few options of where to place the flag prior to the battles beginning, that would be a well enough fix for me.

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4 years ago
Dec 4, 2020, 3:38:50 AM

Before we discuss the partial rework of Capture the Flag, I think that we should clarify what the flags are.

Is a flag a mark on a...

  1. strategically important point
    So important that occupying this tile guarantees victory. (Such as high grounds overlooking the entire region maybe?)
  2. logistically important point
    Loss of access to this tile may severe the supply lines to the military units fighting on the region.
  3. army command post
    Destruction of an army command post severely degrades the combat effectiveness of all military units. Therefore immediate retreat or defeat makes sense.
  4. control point of the region
    Just like occupying outpost in a region gives Player total possession of the region, occupying this point gives Player total military control of the region.
Updated 4 years ago.
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4 years ago
Dec 4, 2020, 4:15:01 AM
FlamingKetchup wrote:

@200mm Have you seen any of the of the OpenDevs? Or are these suggestions to what the flags should be changed to?

Actually I'm asking for the concept of "flags". What were they originally intended for(by Developers)?

Updated 4 years ago.
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4 years ago
Dec 4, 2020, 5:27:42 AM

I don't know, but I presume they were intended to force the attacker to go on the aggressive. However, quoting my earlier post, a "would-be attacker can simply choose not to initiate battle."

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4 years ago
Dec 4, 2020, 6:57:42 AM
FlamingKetchup wrote:

2. 
The flag is arbitrarily placed by the game, meaning it can end up in an indefensible position

The flag is placed either behind the defender's lines or if it is a siege on the city center tile. You either place your troops on the flag if it is on highground, or your put them in front of the flag so that the attacker has to go through them to reach it. If the attacker is strong enough to break the defender and/or get to the flag, then the attacker wins, if the attacker was not able to do that in the allotted time (and you get a lot of rounds on battles), then they lose, which just so happens to cause a retreat of the losing army.


FlamingKetchup wrote:

3. The intent of flags appears to be to put the attacker on the offensive, however this is largely unnecessary since the would-be attacker can simply choose not to initiate battle

And so why would the "would-be defender" initiate the battle going off this exact logic? The attacker has to be on the offensive, that is the logic of attacking, not playing hide and seek.

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4 years ago
Dec 4, 2020, 7:53:33 AM
FlamingKetchup wrote:
The intent of flags appears to be to put the attacker on the offensive, however this is largely unnecessary since the would-be attacker can simply choose not to initiate battle

I'm afraid to disappoint you, but this assumption is not entirely correct. While we do want to encourage the attacker to be pro-active rather than initiating a battle and "winning by default" for some reason, the flag exists primarily to push the defender into standing and fighting, not the attacker. Anybody who played Endless Legend can tell you about the frustrations of a fast unit running around the battlefield and avoiding an actual engagement with your forces for 6 battle rounds, only for the game to then inform you it is a draw, nothing has changed, and that chokepoint is still blocked or the city is still considered defended even though you have overwhelming forces. And in Humankind, forests conceal units in battle, so the potential for a defender to hide from combat would be even greater.


As for 200mm's question, as far as I know it is a combination of 2 and 3. It's the commander's post, but also the camp of the entire army where they would keep their supplies. As mentioned in the OpenDev Feedback blog, we're working to improve the presentation of this to make that clearer.

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4 years ago
Dec 4, 2020, 8:18:20 AM

I'm fine overall with the current Flag mechanic.


As an attacker, if you're stronger overall, you'll want to kill all the enemy's units to win the battle, without taking into account capturing their flag.

Capturing the enemy's flag would be advantageous when both armies strength are (almost) equals. That's where strategic deployment and positionning on the combat map becomes even more important, taking advantage of terrain to gain strength bonuses, and eventually taking the opponent's flag to win the battle and prevent stalemate. It can eventually be used as a counter attack measure if your armies are somewhat weaker (or outnumbered) than your opponent. A good example of that is GUD's playthrough of the Viking scenario in the first OpenDev : he managed to trap the enemy with his siege engines on the west, allowing him to invade and take control of their flag on the east of the city.


As a defender, that's obviously your main goal : defend and hold your position (your flag) either to eventually wipe out the attacker or end up in stalemate, as to not loosing the war.


I would agree though that it needs better explanations and probably a tutorial ingame, to understand how it works and the different outcomes it can have on battles.

Updated 4 years ago.
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4 years ago
Dec 4, 2020, 10:44:58 AM
The-Cat-o-Nine-Tales wrote:
FlamingKetchup wrote:
The intent of flags appears to be to put the attacker on the offensive, however this is largely unnecessary since the would-be attacker can simply choose not to initiate battle

I'm afraid to disappoint you, but this assumption is not entirely correct. While we do want to encourage the attacker to be pro-active rather than initiating a battle and "winning by default" for some reason, the flag exists primarily to push the defender into standing and fighting, not the attacker. Anybody who played Endless Legend can tell you about the frustrations of a fast unit running around the battlefield and avoiding an actual engagement with your forces for 6 battle rounds, only for the game to then inform you it is a draw, nothing has changed, and that chokepoint is still blocked or the city is still considered defended even though you have overwhelming forces. And in Humankind, forests conceal units in battle, so the potential for a defender to hide from combat would be even greater.


As for 200mm's question, as far as I know it is a combination of 2 and 3. It's the commander's post, but also the camp of the entire army where they would keep their supplies. As mentioned in the OpenDev Feedback blog, we're working to improve the presentation of this to make that clearer.

Worth mentioning that for Humankind we also added fog of war to battle, which we didn't have in Endless Legend and which isn't present in a lot of tactical games for reasons we discovered during testing: we did a lot of multiplayer matches using the HTML 5 prototype, and even a studio-wide tournament with prizes, and it was quickly apparent that fog of war leads to the weaker side hiding their units in forests to avoid confrontation when the onus is on the attacker to find and kill all of the opposing side's units in a fixed number of rounds. This is frustrating for the attacker, and seems cheesy. Our solution was to add a fixed object that the defender can't move or hide.


We're looking though at moving this location closer to the defending army, maybe even all the way to their army's location (which makes it a little more predictable for the defender) and perhaps allowing you to redeploy it, though this latter solution might be a bit tricky to implement for reason I won't get into. We'll see.

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4 years ago
Dec 4, 2020, 6:31:57 PM
The-Cat-o-Nine-Tales wrote:
FlamingKetchup wrote:
The intent of flags appears to be to put the attacker on the offensive, however this is largely unnecessary since the would-be attacker can simply choose not to initiate battle

the flag exists primarily to push the defender into standing and fighting, not the attacker

Good to know, this actually makes a lot more sense than why I thought it was in.

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