Using a turn-based system raises the question in how many turns should a typically battle be completed? Players have all the time they want and some might even spend ten minutes on 1 turn. If a battle would be finished in 6 turns (as most miniature wargames) you would lose finesse and have a more crude system in which a melee can end in just one turn. 40 turns could be absurd, but it might not be. In BG you usually finished your turns fairly quickly as the interface was easy to use and the options were easy to oversee and reach.Originally Posted by Ser Clegane
The BG-system should be seen as an extra that allows the game to show the changes of the battleline in realtime. There won't be the need for frantically clicking buttons as the amount of orders you can make is probably limited.
And thanks for the encouragement!
These features are certainly something I want to put into the game. But one must watch out for taking too much control out of the player's hands.Originally Posted by Randarkmaan
Planning the tactics before the battle can be interesting and is certainly more realistic, but could also take too much from the actual battle as it results in the player looking at a movie with little interaction.Before the battle you, the commander-in-chief, would "discuss" the strategy with your subordinate commanders and advisors
The tactical ability will certainly not be translated into a bonus on combat stats. It should translate into how the commander is able to handle different situations. For example during the battle of Towton, Lord Fauconberg (high tactical ability) ordered his archers to loose one volley and then take a few steps back. The Lancastrian Commander (low tactical ability) responded and let his archers loose their volley but as the wind and snow was blowing into their direction their arrows fell short and hit nothing. The commander did not realize this and all arrows were spent. The yorkists stepped forward to shoot their and the lancastrians arrows resulting in the Lancastrians moving forward abandoning their prepared positions. Writing an AI to simulate this will definitely be a challenge, but so is accepting the state of R:TW's AIHow your subordinate commaders follow these orders would depend on their tactical ability, self-control(maybe merge self control and tactical ability?) and loyalty.
I will need to think about this. As I said in the beginning this could result in taking too much out of the player's hands.Within your own force you should have a sort of "area-of-command"[...] What do you think of this "system"?
Bookmarks