Remember in your ideas guys to 'keep it simple stupid'
. Some of us arent as smart as you all and although the computer can calculate it, a simpler system HELPS underestand it better.
1) first, to answer this: (bold is quote)
Action points = Move
Number of action points it takes to move one tactical tile = 1
Number of action points it takes to attack once/cast a spell once = Action Points/Combat Speed
Number of action points it takes to counterattack = Half that to attack
I like this idea as long as we have a way to increase action points.
however, another poster put up an idea earlier that by BEING on a horse you automatically 'halved' costs of movment from frogboys original idea (moving cost 2 combat speed, and overall speed was 1+ combat speed). Then, for cavalry BOTH actions would cost one- this would also work and prevent faster cavalry.
Now, onto other issues...
2) COUNTERATTACKS (ripped from MOM/AOW):
MOM had simultaneous counterattacks (simulating to units engaging), and used special abilities to modify (first strike for cavalry, and 'negate first strike' in halberders/pikemen. This would be an excellent system to see return- even better than AOW becasue it better simulates two units engaging. In AOW, letting a unit just run up and smack em was cool, but was too much of an advantage in a turn based game. However, some sort of combat speed/actionpoint/whatever limiting your total number of simultaneous counterattacks like Age of Wonders (were you had a finite number of attacks AND it pulled from your upcoming turn) would be good. IE COMBINE EM!!
3) COMBAT SPELLS
frst off, keep the 'imbue' ability so we can create casters. Is fun, its cool, and makes magic and mages sufficiently rare and powerful.
Second: Take a note from Age of Wonders II and let us build wizards towers! (maybe ONE tower). This would give us a reason to keep a soverign at home 'ruling'', and allow him/her to use spells to support armies in their territory. Like 'MOM', use a modifier based off of range (and maybe consider letting them cast spells when the soverign has heroes in an army in foreign territory)
4) SETTING UP TACTICAL BATTLES (the only part i ripped from HOMM5)
A 'tactics' or 'general' stat for heroes that lets us set up are forces on the tactical map. Larger stat = more of map open to place troops before combat begins. Also, allows for 'ambushes' at sufficiently high levels (to surround an enemy) AND could use such a stat to decide who to attack first.
5) ARCHERS:
Currently shortbows are too powerful, and ive yet to see other bows in the game. Please nerf- high level bows with champions could be a way to mow down soldiers, but right now my party of archers with a soldiers cape is kicking WAY too much tail.
6) Damage types:
cutting/piercing/blunt/fire/ice/arcane: keep this in. Please? I want reasons to arm soldiers with maces vs axes, not just 'strength and speed'. Also looking forward to special abilities!