#Tactical interactivity and formation mechanics

44 messages · Page 1 of 1 (latest)

torn hedge
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I want to preface that I hate the population cap as a mechanic. It feel restrictive to gameplay and destroys the hope of any large scale battles.

INSTEAD: units consume resources to field.

This can introduce so many interesting mechanics:

  1. Unit cap is removed. However, past a certain theshold, the field cost ramp up exponentially, creating a “soft cap”.
  2. Large armies grow slower, small armies grow faster, giving the underdog a chance to catch up.
  3. Perk called “Well-fed” for Order: where units start to heal and fight off poison at extra resource (could be gold, crystal, or new “ration” mechanic). Cost reduce with each barrack upgrade.
  4. Perk called “Cannibalism” for Chaos: where chaos units can feast on corpses (non-undead) to heal, and gain buffs on upgrade.

The perks are just examples, obviously, but the game could seriously benefit from extra mechanic to interact with because it is awfully lacklustre on that front, especially for a strategy game.

Formation Mechanic:
It is exactly what it sounds like. Buttons for different troop formations. To make this possible, units can no longer phase into each other to stack attacks.
Default formation:
= self-explanatory.
Defense formation:
= units will walk instead of run (slow units like magikill or zarek can catchup).
= Form the classic columns
= frontline units will be focused on maintaining their wall; may not aid archers if a stray enemy sneaks through the rank.
= Enemies cannot walk through the frontline.
= Defense bonus and knockback resist but damage nerf for frontline units.
Assault formation:
= Light melee units take lead.
= Melee units will prioritise backliners. Meaning if theres insufficient frontliner wall on the enemy side, they may be breached.
= Some nerf to balance this: maybe less knock resist, take more damage, etc.

Other fun stuff:

  • if theres a fielded general, they may shout something upon formation change.
  • Formation editor?
  • Scout unit?
hidden glacier
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Defense and knockback bonus is crazy

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Okay assault formation is crazy

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Why the hell do they target backlines

elfin bluff
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At this point just make a new game dawg 🙏

hidden glacier
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Also why does order and chaos need well-fed and cannibalism

unique trail
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maybe on a new game

torn hedge
hidden glacier
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Idk about light melee units taking the lead

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That sounds like something that would kill decks like swordrip or shadowrip

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Also how does that work with ripriders

torn hedge
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it probably just wouldnt apply to ripriders

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the whole point of cavalry is moving around

hidden glacier
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Does that just mean they cost resources just by existing

torn hedge
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yep

hidden glacier
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when do they request these resources

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And what happens if you don't fulfill it in time(?)

torn hedge
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ig they starve?

hidden glacier
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okay so they die

torn hedge
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or get debuff

hidden glacier
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idk this doesn't feel very needed

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A better thing to do for the population problem is just make a gamemode that has more pop for you to work with and a longer time before sudden death starts

torn hedge
hidden glacier
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Technically it was in sw1 but those guys have diffirent upgrades (atleast I think they had one)

hidden glacier
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If you have to balance a positioning/micro/formation idea by having to add stat changes isn't primarily good

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also them stopping/bypassing units is another crazy edition

torn hedge
hidden glacier
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I think it's best we are thankful the devs aren't trying to do anything crazy

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Last time that happened sudden death was born

torn hedge
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anything but auto lose

hidden glacier
hidden glacier
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Idk why they don't use it

rustic sinew
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they should lowkey turn this into an sw spinoff fr

valid tartan
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Genuinely the population cap is the second worst part of these games, after the godawful user control mechanics.