#Health regeneration when retreat

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meager shell
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While attacking armies going strong on regen (like Necro or Aspects) in their lands, their retreat capability cost them near nothing. Since they heal ~40% (sometimes more) just in one turn, they can retreat and start the new turn fully healed.
The issue is the same with the Last Lords. Yeah, it cost dust, but very little to fully heal an halved HP army.

I'd suggest to not allow units to heal the turn they retreat

jolly garnet
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There is an issue surrounding this for sure. In late game vs AI they will retreat like 100% of the time, as they should because they're going to get beat to death instantly, but then they heal to full. This makes it basically required to exploit the determination heroes and walk around with 1 hero armies so the enemy will actually engage, and get beat to death instantly. Another way around this is to have a very fast army chase them down and attack a 2nd time in the same round, but it's not always possible.

plush goblet
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Came on the discord just to make the same remark.
There is a massive issue with enemies fleeing repeatedly. There must be a bigger penalty for it. Even AI who already have so many armies where we have to play whack a mole - but in the case of Necro, they have so many stacks, and can just have 1 stack or Larva that prevent from engaging their main armies altogether.

I see multiple avenues here: (Not a game dev but thought it would be useful to make a few suggestions:

  1. Like @meager shell said, preventening healing for the retreat turn, or even 2 turns? Because the army already flee .. far!
  2. Putting a strong debuff on the army for a few turns (movement, capabilities, etc)
  3. Putting a debuff on the empire for armies repeatedly fleeing. Or a cost/reward
  4. An attacking army not using their attack token if the enemy flee and is too weak, preventing the 'swamping' mechanic or army of 1 larva preventing a strong stack to attack but just being present...
turbid quest
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A city defensive city improvement could be a good way to do this I think

plush goblet
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A city defensive improvement is too narrow. The underlying problems needs to be solved. It's a bad combat experience.
There is a similar issue in Total War (Warhammer) where armies keep fleeing and you have to follow them forever unless you happen to block them/ambush them/be much faster.
Playing whack-a-mole with enemy armies is not fun gameplay at all.

meager shell
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Honestly, I find your patches a bit too overkill. No heal on the turn of retreat sounds already a fix to me.
Many turns of debuff for just retreating is a bit harsh. Because if you retreat, you want to be able to battle later on. Else, just accept the trade, battle at full health and at least take some ennemy units down

plush goblet
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I'd be willing to take no heal on the retreat turn, but it wouldn't solve the issue of swamping the enemies with low cost armies to make them lose their turn.
I think there's something fundamentally wrong with a full powered army exhausting itself chasing away a one larva-army. Both in terms of gameplay - and conceptually - it's wrong.
I'm just putting some suggestions out there, hopefully some solution can be found!

jolly garnet
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Thematically, the strength of the army could affect how far it runs. It would make sense to keep your heroes safe and would specifically punish the 1 larva problem we're all experiencing. It's not a big deal to chase it down if it only moves 3 tiles (or less, stupid 1 larva army needs to die.) It's the fact that retreat moves it farther away than you can easily catch in 1 turn. Those 1 larva armies make the turns take too long, and they're immune to death. I try to hunt them down but it's just a losing battle.