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Forum Turn-Based Strategy Game - Part 4: Battle System Ideas

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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.

Updated 09-18-2011 at 06:39 PM by von_lipwig

Categories
Forum Turn-Based Strategy Game

Comments

  1. Flimmeister's Avatar
    I think you should easy the fighting itself as much as possible. You should have to calculate much, it only takes a lot of time and it is easy to make mistakes. I have thought long about the whole stats thing. Here is a little bit of what i think 'could' work (not sure if it does).

    Give the following stats to a unit:
    Initiative - Which unit will start? I saw you were questioning on how to do this. Attacker should always start.
    Attack (charge) - First stat used only by the attacking unit.
    Defence (hold ground) - stat used only by the defending (where the impact is) unit.
    Fighting skill - After the initial charge, the remaining men in the units will only use this stat.
    Morale - of course.
    Good vs - Strong vs cavalry for example. It doubles the stats if fighting against such a unit.

    ---------------------------------------
    So, to make an example:

    Unit of regular swordsmen charge into a unit of regular spearmen. Swords have 3 charge, spears have 5 defense. Swords are good vs spears, so the charge is 6.
    Charge and defense are always one, the rest adds up. In total, the swords do 2 (1 + (6-5)) damage, the spears do 1 (1 + (5-6)) damage.

    Then the fighting continues. Only this time with only the fighting skills. Swords have Fighting 5, spears have Fighting 3. Damage is always 1.
    Swords do 3 (1 + (5-3)) damage, spears do 1 damage.

    Morale is actually the number of damage that a unit can take before fleeing. Morale for regular troops are 6. However, the spears have +1 because their woolooloo brothers are near.
    After charge and one normal fighting the morale for the swords is 4 (6-2), the spears is 2 (7-5). The spears will flee if fighting continues.

    Then the health - Damage reduces health. You say 100 men = 100 health. I always used a different number, much lower. This way heavier units can have more health, while having less men. Regular units have all 10 health. The health of the swords in this stage is 8 (10 - 2), the spears have 5 (10 - 5). If the health drops to zero, a unit is broken (literally broken up - it does not have to loose all its men).

    If you use this health system, you can use your larger unit system. If a health point is lost, the unit loses the percentage of men equal to the health lost. So, a unit with more health (say 20), will lose less men then those with say 10 health, even if they received the same amount of damage. The percentage will always be counted from an original unit size (100 men for regular troops).

    The swords have lost 20% (2 damage total). They had 70 men, but normal size is 100. Thus the swords will have 50 (70 - 20) men left. The spears have lost 50 % (5 damage total). They had 150 men (a larger unit), but normal size is also 100. Thus the spears will have 100 (150 - 50) men left. But the spears flee because of morale loss.


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    As you see, the 'good vs' stat is very, very important. I always liked the 'paper, rock, scissor' system. Of course, you can always choose different.

    About the campaign and battlefield separated: Only if the calculation of casualties is easy and fast.


    Just a small piece of my ideas. I have never worked it out completely, so i don't know if this would help you.
  2. greatlordd's Avatar
    The rock, paper ,scissors relationship is there to ease combat.Now the question I think that needs to be answered is when you create an army of units, can they all inhabit the same grid, or does each unit that up an individual grid.

    Also how big are the forces you invision? Cause if it is more Civ type battle but you are wanting hundreds of units to be on a front then your map must be big enough to accomodate for it. Actually if you make your map big enough you could have the simpler Civ style battle but at the same time have a complex battle system.

    _______________________________________

    For example imagine in the centre of the map there a river valley with rich farming and it leads also to one of the ports for the Guild. Now for the Nobles This may be a tempting target to go for, as they can secure farmland and help feed their armies, they will also get taxes of it and the trade from the port will also be good.

    Now imagine if that valley is over a 100 grids wide and a few thousand long, the river snakes through the middle and at some points there are fords but the rest of the river is quite wide. Now if you had a hundred units you could form a line in the valley the problem is now, your foces are now spread which can lead to a an enemy concentrating his forces at certain points and knocking holes into the line. That then might force you to concentrate your forcesto say 20 grids wide but with multiple lines, but this then allows the enemy more space for movemnet so that if he fast he could surround your army.

    The problem about having the battle system on the land map is that if your tradition turn is meant to say represent a week, then battles between very large armies could potentially take a long time to play out, which could break the feeling of time in the game. While a total war system for battles may preserve the time frame of the game, having it turn based could destroy the pacing of the game.

    My suggestion is if you go with the civ style combat then to give it more tactical edge and so forth, you need to add a lot more gribs than you assumed you would have needed. Of course that means the map will be a lot bigger than what you had in mindbut having the map bigger and thus possibly quite hard to follow on a forum screen as you may have to scrolla lot to get to your bit of the map.
  3. von_lipwig's Avatar
    Damn, this is a lot to consider.

    Flim, from what I'm reading this system of yours looks really quite solid and seems relatively easy to manage, as well as adding more depth due to the whole 'good against' value. It sounds like you have a way better brain for this side of things than I do. Is there a time that you will be on Steam so we can try and work this out further? Your idea kinda speaks to me and I would like to see if we can take it to the next level, and maybe even finalise a first version without an acceptable timeframe. That is, if you have the time for it.


    Lordd, I'm thinking a few dozen units per player max (that is including different units in a combined army). Right now I'm thinking that only units of the same type can merge, so conscripts can merge with other conscripts, but not with townsmen for instance. This way it won't screw up the stats horribly.

    I was also thinking of quite a large number of squares. I want plenty of room to maneuver.


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    As for archers, how can we make them useful? Because the way I see it, archers may be able to attack units from one grid off. Maybe they don't have a CHARGE value, but they ignore DEFENCE too? Wait, I'm going to have to look deeper into the whole system Flim suggested. I want to make archers useful but not OP.

    Maybe... it's an idea to 'link' archers to other units? Then the archers' attack gets counted on top of the other unit?
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