[Gameplay] TITAN-inspired combat mechanics
Reasons to separate combat movement from attack resolution
Anyone ever played a classic Avalon Hill boardgame called 'TITAN'? Recommended.
It included a tactical combat system played on a small hexgrid of inclement terrain, and had a number of elegant features that I think Elemental combat could benefit from. Specifically:
- Moving Isn't Attacking: We've already got a good mechanic for indicating the difference between character movement and their speed in combat. I think it's a pity that it's far better to wait until the enemy charges into you rather than taking the fight to them. Why not separate the 'moving' part of the round from the 'fighting' part?
- Running Away Isn't Safe: TITAN handled this by making it impossible for most troops to leave hand-to-hand once they entered it - you were committed until someone was on their back. I wouldn't go that far, but I think some form of 'free shot' should apply against a combatant who tries to walk away from an angry Darkling.
- How Much Kill Is Overkill? Another advantage to separating the 'moving' part (where you give the orders) from the 'fighting' part (where the effects of your orders are calculated) is that you can't be sure whether you've hit that spider quite hard enough until after you've done it. Commanders would have to choose where all their attacks would be directed before knowing exactly how much damage was being done. It'd add a whole lot of tactical uncertainty - do I concentrate all my attacks on the guy in the centre of their line, or can I spread them out and try to drop all three of them?
- You Hit Me, I Hit You Back: Another TITAN rule here. Whenever two enemies are side by side they fight, and each hits the other. In the context of Elemental I'd handle it like this: An attacker moves his pieces in and nominates who is attacking who (perhaps combining their hits to bring down a single opponent, perhaps just attacking their whole line). Then (when the attacker hits 'end turn'), all the attacks are calculated at once AND all the defenders strike out at every attacker in reach (and enemies with two attackers in reach split their attacks - perhaps dividing their attack strength?). THEN, once there's been an attack and a counterattack, everyone with no hit points left collapses in a pile of severed limbs and the other side gets to move their pieces.
- It's All Happening So Fast: Watching Elemental combat as it stands, I can't help but feel for the hero commanding a big army, twiddling his thumbs while everyone takes their turn. It's hardly at a hell-for-leather pace. Of course it's not supposed to be RTS, but if you handle the movement and resolution as two distinct phases you can inject a lot of mayhem. First: careful strategy and calculation and wishful thinking. Then you hit 'end turn', and everyone starts fighting at once (while the calculations are made), and dying all over the place. Then you get to pick up the pieces the following round.
Okay, that's enough for now. This is going to be an incredible game, and full kudos to Stardock for making it happen. We worship you, mighty ones!
...Haderak