Crawl Tactics

Crawl Tactics

Statistieken weergeven:
Individual turn mode
Another observation based on going way too deep into quest mode, but ending a battle in 1 turn is cool but it's not that exciting. I am just too overpowered, and it's just straight up unfair that I can move 6 units at once, each which can kill 1 or 2 enemies before the enemies can even have one turn.

It's probably a lot to ask for but some kind of mode/option where each unit takes a turn based on their agility stat would be cool I think, similar to FFT. I don't even know if the game would be properly balanced for something like this but it would just be cool to see if you can make it happen some day. And end-game quest mode feels wildly unbalanced anyways.
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icefill  [ontwikkelaar] 5 jan om 20:42 
Thanks. It's a good advice but yeah It will be hard to add the feature since the game is not designed that way. How do you think about enemies take first turn?
Origineel geplaatst door icefill:
Thanks. It's a good advice but yeah It will be hard to add the feature since the game is not designed that way. How do you think about enemies take first turn?
I don't think it would help that much. Sometimes I skip my first turn just to let the enemies move closer to me which just sets me up for an even better second turn. Unless the enemies can move 6 spaces and some have 3 actions they don't really have a chance, and if they could do that, it wouldn't be fair to players to lose units before they can even move.

I think the main issue is that the game feels like it was made more for teams of 3/4. 6 units lets me have 2 extra mages that build mana for 3/4 mana spells on the first turn. Instead of choosing one damage dealer like an assassin, archer, berserker or mage, I can have all of them, and I don't have to worry much about defense because the damage I can do on turn 1 leaves me pretty safe.

I think the game feels good at 3 units because while the first turn advantage the player has is still big, the damage that 3 units can do usually isn't quite as crazy, and only 3 units can't cover every weakness a team might have, so turn 2 and 3 matter a lot more. But when you can move 6 units all at once it's more than twice as unfair to the enemy team.
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