Author Topic: Let's talk combat  (Read 745 times)

Offline UsF

  • Newbie Mark II
  • *
  • Posts: 21
Let's talk combat
« on: May 13, 2015, 09:47:59 am »
I have been messing around with combat and it is different from what I was expecting. I thought it would be mostly autonomous, where the player just decides on building placement and maybe have rare abilities/costly influence on certain attacks, but right now you can and have to coordinate all the attacks it seems like, unless I am missing something.

Will this stay this way or will combat be more off-hands in the future? I feel like an off-hands approach with player interaction being somewhat rare would focus more on the building and placement of things, letting the AI figure things out, but I guess that could lead to problems where the AI decides to attack things you don't want it to attack.

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: Let's talk combat
« Reply #1 on: May 13, 2015, 09:54:23 am »
It's working exactly as intended in its final form in my opinion.  I don't like hands-off combat, and I feel like having hands-off combat would be like a game of Risk where the game chooses your targets for you, or a game of Chess where it chooses your moves for you.  Each combat is meant to be a little puzzle where the optimal ways to attack are not dead obvious and depend on your objectives.
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline UsF

  • Newbie Mark II
  • *
  • Posts: 21
Re: Let's talk combat
« Reply #2 on: May 13, 2015, 10:37:11 am »
That is okay. Then I misunderstood what you said in the podcast. I thought it was supposed to be more about management than direct action, with the people going on about their lives, even military. My bad. :) I will attempt to get better at the current system then.

Offline x4000

  • Chris McElligott Park, Arcen Founder and Lead Dev
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 31,651
Re: Let's talk combat
« Reply #3 on: May 13, 2015, 10:47:04 am »
No problem.  Part of it is a matter of this being still pre-tutorials half-documented period, so confusion is likely.

In the podcast what I was referring to is that you select "I want to attack with barracks" and then it shows you valid targets, and then you choose one, and it then selects the right barracks to attack with.  So it removes all the fiddly bits, and leaves just the "where do I want to attack in what general type of attack category in what order" decisions to you.
Have ideas or bug reports for one of our games?  Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!