Von_Lipwig's Blog
Forum Turn-Based Strategy Game - Part 10: First test battle finished
by
, 12-07-2012 at 03:11 PM (15561 Views)
We just wrapped up our first test battle. What did we learn?
Time
First and foremost, speed must be improved. Though many of the delays were caused by external factors that have little to do with the system itself, there is definitely room for improvement, mainly in how I determine what happens and how I present that information to the players.
A numbers game after all?
In order to determine what happens, what I did now was go solely on 'common sense'. I still will, but from now on I will be working with some ratings and modifiers in order to make it a bit easier. It will still enatil the common sense aspect but it will be easier to quickly establish what happens based on some rating modifiers.
Basically, a unit will start with a general rating (presented to the game master as a number, to players as a more abstract symbol, such as + signs) and this rating can then be modified by things such as morale, positioning, proximity to friendly/enemy forces, duration of battle, cover etc.
I will still do everything I can not to turn this into a pure numbers game, though. People will only have an abstract idea of their units quality, and even less info on enemy unit quality (depending on their tech level in espionage). Also, the particular modifiers will not be made public, so people will not be able to 'game the system' based on those.
Presentation
As for presenting information, what I did this time was present in more of a story format. I will most likely abandon this format in favour of a quicker, unit-by-unit update. I do not rule out more elaborate AARs and stories based on those battles, but those will most likely be written after the battle has been fought. This makes sense in several ways.
Firstly, it will make battles go faster, which means players not currently duking it out will not have to wait quite as long. Secondly, people in medieval times generally did not hear of the outcome of a battle until weeks later depending on their distance from it, so having an AAR later would make sense: stories did not travel very fast.
Maps
As I said in this blog earlier, I also provide small maps on which players can base their formations and orders, and which I use to update players on the battle. Currently, I am making these maps unique for each test battle, but I will most likely create a series of random map elements that I can use to randomise maps. This should ensure that maps are created much faster, which of course means that a battle setup takes less time.
Units
For these test battles, I need to make up units as I go along, and create them specifically for these battles. Numbers, too, need to be determined in order for battles to be balanced. Obviously, when the full game is ready, all units are developed and people can look them up in info threads. Also, troop numbers will be known before battle commences, so I do not need to spend any time on this.
Clarity and map information
One of the larger niggles was that after lots of troops movements and formation changes, it becomes hard to keep track of which unit was which. Damn, I had a photoshop project open with named layers containing the unit blocks, and even I got confused. I will attempt to solve this by giving units icons that reflect their type: cavalry, infantry or ranged (or a combination). Further icons can then be implemented to provide a bit more information on the variation of unit: infantry spearmen or infantry swordsmen for instance.
Additionally, I am planning on adding indications of a unit's current actions. What I mean by this is that if for instance an archer is firing arrows on another units, this will be visualised with a red arrow. Melee engagement with a crossed swords icon, unit current movement direction with a green arrow. This is still a new idea and I'm not sure how I will implement is EXACTLY, but the goal is to make the map MUCH more easily readable.
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What's coming?
More battle!
Well, I will be doing some additional test battles with the new systems in place. I need some time to come up with the appropriate art and other things, but I expect to get the next test battle going by Monday. Flimmeister, Greatlordd, Nonopust, Narcoscatolicos and rscarrab have graciously offered their help. Flim and Lordd were the first participants in the test and I will include Nono and Narcos in the next one. Perhaps after that I will try a 2v2 or something (to see how the system works when multiple parties are involved).
Backgrounds
Additionally, I am planning on starting a series of nation background posts soon. I already have some stuff written down and have a lot more in my head. These background posts should add some flavour to the different factions and give people who wish to roleplay once the game is actually playable a handhold to get really into their faction.