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Some units like pikemen and the like, should get first strike hit when a mounted unit comes against them, instead of increased damage, they could take out a weakend mounted unit before it even does any damage.
Initiative systems can work and be fun, sure, but I don't think every game should have them. Particularly with the sheer number of units in this game (20-21 by the end and even more on the enemy side) it'd be a pain to keep track of. I think initiative systems work better in games with more limited numbers of units.
A different thread suggested instead they could adjust the attack order in squad-to-squad combat, so that even if it is your turn it's not certain you will get to strike first.
They suggested having the attack order depend on troop types: i.e. cavalry strike before archers, archers strike before melee infantry, melee before mages, mages before artillery. (or something like that, the specifics would be subject to balancing. You could even have pike/spear infantry going before sword infantry, depending on how much detail you want.)
A system like that would blunt the impact of alpha-strikes somewhat without completely changing the turn system. (For better or worse, it's worse if you WANT to change the whole turn system of course. :-) )
I don't think one is better than the other, or is in any way a question of dev "inexperience", it's just personal preference.
I feel like this is compounded for the player since you're on a time limit while the AI isn't so it will sit just out of attack range waiting for the player to walk into it so that the AI gets first strike.
I feel like there should be some option to protect squads from alpha strikes, I get that the devs don't want an initiative system. Perhaps something such as defense boosts if they don't use their entire movement and don't act at end turn, differentiate between archers and light infantry then make lights unable to be ambushed.
Mechanically though, the game is fairly easy and that is, in part, due to the simple nature of exploiting positioning and turn order. I recall in my play through, later in my run, I bought the item that had me attack first on defense. The power inherent in that bonus in this particular type of system is insane. Is it good or bad to grant that much power based just on turn order? Hard to say. I do wish there were more things that could influence it. In this game, defending is--outside of exploiting terrain and dodge--usually the weakest option available. Offense is defense. I think it would have been nice to have particular formations that can be built to specialize in defense, which essentially work like ambush in reverse. When defending in particular terrain you get your two attacks and they get one or something such. It would at least make defense less of a worst case choice and more of a tactical option.
That said, this game uses very simple mechanics and that's part of its charm I think. Initiative would add more personalized control, but realistically, most games with initiative tend to devolve into armies of blitz formations anyway. It would basically be a more convoluted way to reach the same result. *shrug*
Seriously though, you treat developers as newbies that need your advice for the sequel, yet your own view is so... limited.
Not seeing a solid enough argument here as to what exactly is wrong with it “being a puzzle”.
I dunno how you could have failed to notice, but all you did was describe a typical alpha strike gameplay and then just arbitrarily declare it bad.
By your logic a game where an AI enemy is more likely to counteract is somehow objectively better. How? All this does is turn a puzzle into a slugfest. And you haven't said a single word about how this slugfest is any better.
In fact in my experience it's mostly worse. They survive your attack, retaliate, you survive their retaliation, now you attack, back and forth, yada yada it starts as tactic but it turns into a bar brawl before you can finish yawning. Especially if it's mostly melee because it just turns into units getting pummelled roughly in the same order as they get into each-other's walking range.
'Sides, all you get out of initiative system is the simplified version of the exact same predicament. Turn based combat is all about taking units out before they can take you out. Initiative just takes the puzzle out of it but it doesn't give anything better in return. Most of the time you either get an obvious “ok, I can take this dude out before he moves” or “nope can't take anyone out before they move” actual decisions that make your brain work for them are few and far in between.
X-com been capitalizing on alpa strike gameplay and it's been going swimmingly, up until Chimera which was garbage. Granted, the abandonment of AS was not the only thing that made it garbage but it definitely was one of them.
Yes, you avoid most or all of the counter-attack if you wipe the pack.
Yes, you'll pay dearly and probably lose if you don't.
And that's how it's played, and how a lot of people like it.
You're free to like what you like but that doesn't give you the right to act like what you don't like is inherently inferior.
You've walked into a conservatory and told the pianist he should consider dancing to improve his performance. Dunno if it's funny or just plain rude.