Von_Lipwig's Blog
Forum Turn-Based Strategy Game - Part 4: Battle System Ideas
by
, 09-06-2011 at 08:56 PM (5969 Views)
OK, so today I had some ideas on possible battle systems. This is still in its very infancy but at least there's a preliminary system that we can build on now.
Battles
I still need to set up a good battle system. Do you guys think battles should be seperate from the campaign (like in the TW games) or integrated into the campaign (like in Civilisation)? Please take into account the inherent difficulty of translating this in not only a browser-based, but a FORUM-based setup. Each system has its pros and cons.
The TW-way, for instance, offers more complicated tactics and allows people to fight their battles tactically in a seperate environment. However, it will also be a right hassle to make it work properly, and both players will have to be online at the same time to make it work. Essentially, it would be a game within a game, which might be way too ambitious.
The Civ-way, on the other hand, is more simple to manage for both the GM and the players, but offers little in the way of tactical depth, unless I come up with a system that works well on the campaign map.
My idea was that battles would be taking place in the main campaign map. A battle can take several turns but it might also be finished in one turn. A unit or army can only fight one battle per turn. So even if you can defeat an enemy unit in one turn, you cannot move on to the next one. You will also run out of movement points. So basically a battle will be the end of the line for that turn.
Then every unit/army has a number of attacks (A#) per turn. Some units may have more attacks than another unit. This siginifies how many attacks a unit can get in per turn. Then there's a unit's attack rating (atk). This is per person in a unit. So it if says 1, it will be 100 in a 100-man unit, but only 74 if that unit suffered 26 casualties. If this unit is combined with a fresh unit, it will be 174 for 174 men. Then there's a unit's defence (def), which will also be per person. This could for instance be .7. So for 100 men, this is 70 defence.
Imagine, a unit (A) of the following stats: health=100, A#=2, atk=.7, def=.6, attacks a unit (B) of these stats: health=80, A#=3, atk=2, def=.6.
A starts? (not sure how it will be determined which unit starts yet. Maybe some sort of speed stat? Or attacker always starts?)
---attack #1---
A attacks B for 100*.7=70, B defends for 80*.6=48. 70-48=22, so 22 is the final attacking number. 80-22=58.
B attacks A for 58*2=116, A defends for 100*.6=60. 116-60=56, so 56 is the final attacking number. 100-56=44.
---attack #2---
A attacks B for 44*.7=31, B defends for 58*.6=35. 31-35=-4, so no damage can be done. I think it's pretty clear that A should have never attacked B at this point.
B attacks A for 58*2=116, A defends for 44*.6=26. 116-26=90, so 90 is the final attacking number. 44-90=COMPLETELY ERADICATED.
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If A had been stronger, it would still have been out of attacks after the two attacks while B would have had a third attack left. Also, if morale had been implemented, A might have fled the battle after the first attack had finisged. After all, imagine its morale had been 30. 30 morale means you can stand to lose 30 men before routing. B's first attack of 58 would have shaken A's morale so badly that that would have run immediately.
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Again, this is by no means final. This was just the first idea I had, please comment on whether this can be balanced (I just made up some random numbers in the example) and whether there could be a simpler way to do this (because yeah, there's quite a few numbers... ). Please give feedback and suggestions and ideas!
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This concludes the fourth blog, Battle System Ideas. In the next part, I may focus more on policies, city management and/or buildings.