[tactical combat] Terrain influence and other tactical suggestions
I strongly aggree with Citywolfdreams' proposals in the 'War of magic' forum. Tactical battles are such an important and repetitive thing in FE, they should be more interesting! To be honest, I don't own the beta version of the game and only watched "Let's play" videos so far. So, maybe I got a wrong impression of tactical combat and I don't know all details for sure. Therefore, please forgive me, if I talk nonsense at some point.
Anyway, let me share my comments and ideas:
- Terrain with movement penalty, no fighting penalty, no range attack obstacles (rubble, for example)
- Terrain with movement penalty, with fighting penalty, no range attack obstacles (swamps, for example)
- Terrain with movement penalty, with fighting penalty, intermediate range attack obstacles (scrubs, for example)
- impassable Terrain with no range attack obstacles (water, for example)
- impassable Terrain with intermediate range attack obstacles (bolders, for example)
- impassable Terrain with full range attack obstacles (trees, for example)
Other proposals:
- Impact of height (there are such nice elevations in at the tactical map. USE them!)
- In addition to that, I think FE needs a (severe!) accuracy reduction for non-magic range attacks based on the distance to the target. (A VERY important point, in my regards - even if ALL OTHER proposals are not taken into account!) This would reduce the "problem" of beeing attacked by enemy archers while moving to a better suited location with the own archers and meele units, too!
- Another way (as additional option) to make it easier to reach final battel formation might be the introduction of a "fast moving target": If an unit moved 3 (maybe 2) or more tiles in it's turn, archers suffer an accuracy penalty.
- If I go boisterously, I could propose a line of sight based on range attacks obstackles. Magic would have no range penalty, but would only be possible, if the target can be seen by the mage (or at least on own unit).
- Finaly, there should be a free attack, when the contrahent is leaving a ZOC (when fleeing or because he wants to atttack another enemy).
To be honest, I don't know, how difficult this would be to code. I just know, that - at least in my regards - this would make combat way more interresting.
Cheers,
Deggial
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Edit: Why are there parts colored in beige and work as (fake) links? Sorry, this is not by intention...
Edit 2: Well, the joy of the search function... I posted this already, but in the wrong forum. Sorry for the double post, but I really think, this should be in the correct section!