I've been reading a lot of folks on here talking about battles as if they turn-based. My understanding when I read this stuff awhile ago was that the battles were to be real-time ala Total War series. Has that changed, or am I just crazy and thinking of the wrong game?
Total War does a lot of things right for battles in that environment. They've implemented an experience system, terrain bonuses, fatigue system, and morale system. For the most part it works well without resorting to complete 'rock-paper-scissors' gameplay.
I would love to see a more refined real-time battle system similar to Total War. Stardock should take a close look at those systems.
yes, yes, and Yes.
Another good idea is to separate Equipment Attk/Def from Skill-based Attk/Def ... research and better crafting increases equipment ratings while experience increases skill ratings.
- sure most of the time both values add into the same value/thing, but sometimes this takes things into account. If you flank a unit, you could ignore the unit's defensive Skill, while if you have a 10-rating hammer or mace, you could ignore its armor-defense/equipment defense. Say axe-type weapons have 1-10 damage and lower equipment Defense by a third, while a Hammer would have 2-4 damage and lower equipment defense by half, while a mace would have 1-5 damage and lower equipment defense by half. The higher the weapon rating (for a blunt weapon) the higher its ignoring of armor defense, so a lv 10 hammer or a lv 20 axe could ignore opponent Armor Defense entirely, while at lv 1 its only half or 33% lowered, hammer/mace or axe respectively.
Meanwhile, a dragon's claws would ignore armor defense entirely, and only be weakened/avoided by Skill-defense.
In addition, I think both types of Attack and Defense be only "to-hit" chances, while the amount of damage recieved is based upon things like weapon type ... and perhaps more experienced units (with higher attack skill?) have a higher chance of getting a high-end roll.
So an elite lv 10 axeman with 1-10 damage, is twice or three times as likely to deal 10 damage than 1 ... if it hits. Or you could have most units simply have 1 hp, and most attacks dealing either fractional damage or 1 damage, and the 1-10 is a randomized "attack" value, so in a lv 10 axeman unit, each individual soldier attacking can have a weapon attack of 1-10, although in a unit size of 100, probably 20-25 will have a weapon attack value of 10 Assuming all 100 are locked in combat.
Of course, no unit will have all its soldiers locked in combat at once, so I hope combat rolls are dealt individually for each soldier ... including hitpoints (which makes a 1 hitpoint system so much easier) however all stats will be the same for all in the unit, including level. This way, each soldier is fighting its own slightly randomized battle, however all soldiers have the same max hitpoints, same level, same attk/def, same morale, same fatigue.
Bringing another point. At the very least Morale and Fatigue should be added. This works especially well for real-time tactical battles with all sorts of formations and flanking .... especially flanking. Fatigue is a great way to differentiate armor-types, certain environmental issues, and mounted vs infantry.
All units should slowly recover fatigue over time, but faster units, and lightly armored units, and mounted units should recover fatigue faster. No unit can recover fatigue during battle, and infantry can only recover fatigue while standing still. Heavily armored infantry being the slowest to do so. meanwhile lightly armored cavalry can run the fastest, and can even GAIN fatigue while at normal (non charge) speed ... which is kind-of a crazy advantage during a run-from me type of warfare. Also, royalty cavalry or sovereigns, ect, would increase morale and fatigue more quickly.
Special units would of course be able to increase nearby allied morale, or decrease nearby enemy morale. Nation-wide civics should affect the morale of lower-class soldiers vs the morale of royalty and nobles. In general heroes/adventurers and the Noble class should have higher morale, and recover fatigue at a higher rate. Certain equipment, or types of training in unit creation, could increase morale and fatigue.
Upon Levelling Up a unit should naturally increase in Morale and Fatigue, as well as choose between increasing attack skill, defensive skill, speed, or some other learnable ability. Perhaps upon levelling up you could also increase a more interesting stat, like extra damage dealt wielding a certain weapon, or extra defensive skill vs a certain weapon ... or halving the effect of magical-based fear attacks (upon morale).
Unit Training upon creation adds a large amount of health, and experience of combat (along with increasing morale, fatigue, and skills) should also increase a small measure of health.
On Powerful Monsters, I think that claw weapons, bite weapons, ect should increase with experience until they reach full-rank, which would be ignoring equipment-ratings of the opponent ... or rather a lv 10 dragon should ignore the armor rating of lv 1 iron plate, although perhaps only ignore 80% armor value of lv 1 mithril plate. And a lv 10 dragon should perhaps be on par with lv 10 mithil plate, while having a 20% advantage against iron plate. While attacks for such a creature as a dragon only be separated into a physical ATTACK and magical damage from abilities such as a breath weapon .... things such as Defensive Skill should still be separated from *equipment* defense. A dragon's equipment defense is the natural armor class of its skin, which depends on the specie of dragon and the age of the dragon. Meanwhile defensive skill is based upon the dragons experience level. Experience level will also increase a magical beast's Magical Power and Defense, although some games have dragons being completely Magic Immune at all stages of development, which would also mean dragon's could only harm each other using physical attacks, instead of being able to use large area of effect spells/breath weapon on both enemy army and opposing dragon, having to use magic vs army and physical attacks vs other dragon. Also, for archery, obviously a flying creature's physical/material defense would be ignored and only defensive skill would be used, for "to-hit" although actual damage dealt would be lessened to an extent based upon the equipment defense. (unlike melee battles where its all one *to hit* stat) -in my opinion anyways ... easier to hit a flying creature, although impossible to properly aim for damage vs flying
On Weapon Types and Equipment I have earlier stated that I would like various damage ranges and abilities for various weapon-types. reducing armor effectiveness is a potential ability for blunt type weapons, while reducing defense SKILL effectiveness is in the ability range of rapiers and short-swords. Regular swords less-so for skill effectiveness, and axes less-so for anti-armor effectiveness.
I think the best way for equipment to interact is based upon other equipment. For instance, "Blunt" type objects like hammers and axes have bonuses vs Plate armor, while Swords have bonuses vs Chainmail and Scalemail. Meanwhile mobility-based armors like Leathers can give the user a bonus to defensive skill, or somesuch. Use of no-armor or light armor can also give precision bonuses to Archery, Dagger-use (assasinations, poison usage), or sword-fighting. The use of a sheild would perhaps lower these mobility/precision bonuses, meanwhile no-sheild + light/no armor could increase the "Parry bonus" of a one-handed weapon which can parry, like a short-sword or rapier (although all swords, including long-swords, can parry quite well, it doesn't synergize with "light armor"). In addition, the weight of total equipment used should be a factor in Fatigue of the unit.
Also, heavily armored troops should probably work better in tight formation (as most melee groups would) ... however highly skill based units might fight better in loose formation (as certain bonuses to Skill-defense could be lost due to tight formation).
On Heavy Cavalry
In addition, while a wedge formation will not work against pikemen/spearmen, a massive wave of heavily armed lanced Men-At-Arms can still crash against a Phalanx to good effect. The problem of course, is that cavalry are generally more expensive (therefore generally fewer) and even though the pikemen would still LOSE MORE TROOPS, the cavalry would also lose many more than would be expected vs a less organized foe, so it would strategically not be cost effective.
Heavy armor still protects vs Pikes (pointy things), and if you invest heavily in armors, pointy things such as swords and pikes will be less effective over-all, you can also equip your horses with armor-which is a good idea if you are going to be charging into a sea of pointy things, even if you flank them and charge their backside, which is an attack that ignores their defensive skill, guaranteed to cause a good deal of enemy casualties (as they are not facing u ... its only their armor vs all of you) ... and if they choose to break formation (if at all possible) their overall effectiveness will decrease, while they will be able to face all sides outwardly.
On Auxilliary Cavalry, I think any weapon-soldier combination can be placed upon a horse. Wether it be Archer, high-priest, Necromancer, fire-mage, hero, royalty, Soveriegn. Usually alternative cavalry include "light cavalry" and "horse archers" ... however I would like to potentially have my entire army on horseback if I can buy/fund enough horses. In addition, I would also like the in-battle option to dismount. For tactical reasons ... given the strategic mobility for horseback plus the tactical option to gain dismounted advantages, would be nice given the extra cost of all those horses. Dis-mounted Horsearchers would have increased range and precision. For an archer, attack skill = precision for my purposes. while equipment attack = sharpness/speed of arrow. Still, a mounted sovereign (or any non-divine magic user) might have a miscast chance, or need to pass a concentration check. You should never be able to lose essence on a mis-cast, but I suppose losing mana is okay. I think their should be some feats or skills available to soveriegn/ royalty /heroes/ adventurers that could make them more proficient at horseback ... specifically more profecient at casting spells on horseback, as to not suffer any penalties (other than the opportunity cost of the feat). As to mounted pikes, swords, and axes ... perhaps a slight penalty in reach for pikes, of course. Not sure about axes or swords, perhaps a penalty to attack skill? of course, for heroes and such the proper feats could be taken to negate this. Also, a horse gives you height advantage, size superiority, ect. Probably increase your equipment defense while perhaps lowering your skill-defense slightly. (a feat called horse-mastery, or "way with beasts" could negate any possible penalties to your defense skill).
On Physical Damage, it could be useful to create two physical damage types, Blunt and Piercing, just to differentiate between attacking armor or attacking skill (aka partially ignoring armor or partially ignoring skill), although you could just make the distinction for every type of weapon and every type of physical damage spell (aka Earth spells which don't focus solely on poison) ...
Archery/ranged attacks would have to be handled quite differently methinks. For flying units a to-hit is based soley upon your attack skill vs their defense skill, while against units on the ground its effected by sheilds, cover, elevation, other terrain considerations, ect. If on the battlefield, an arrow hits a soldier on the battlefield, the soldier (if land)'s defense skill probably effects where the arrow hits, while if it hits armor then its the arrows weapon class vs the armor's armor class (equipment defense). If it doesn't hit armor, arrow does full-on damage. If it does hit armor, its a percentage on the battle between weapon and armor class as to how much damage is dealt, as a percentage of max, (like an axe attack in melee with earlier example) ... or simply wether any damage is done at all. Alot of times no damage will result.
Shields and Parries should be similar, but obviously not the same. If an attack lands upon a shield, no damage is given, but of course the defender will slightly lower in fatigue, just as all battle-actions. A parry will usually block all damage, but sometimes it merely minimizes damage. A Parry is a defensive skill action vs a melee opponent. Parry cannot defend vs arrows (unless some superhero/jedi) however Shield has double-bonus on defending against arrows, and any arrows that land on shield do no damage OR fatigue for soldier, however deciding to "focus shields" (probably a unit ability) will use some small amount of fatigue ... so walking or running towards the enemy with Shields Up will use more fatigue than simply walking or running.