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Thread: A More Tactical Battleboard

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  1. #1

    A More Tactical Battleboard

    One of the things a number of people have mentioned is that our tactical battleboard isn't as tactical as it could be. I want to open by saying this hasn't been an oversight, it's been by design. That having been said, I also want to make it clear that we are very willing to consider changes and/or additions that add tactical depth.

    A perfect example is giving ranged units an ammunition limit. This will allow us to lower or increase the amount of ammo a unit has, which will help us fine tune ranged units during the balancing phase. It will also make the player choose targets carefully rather than just raining death on every available target. That makes ammunition tactically important.

    Now, we do have to be realistic about the amount of time and energy we can put into the board before the initial release. Almost anything can be added later via expansion, but there's only so much room in the base game. So, we have to sort ideas by ease of implementation as well as potential enjoyment.

    Also, our main goal has remain what is has been from the beginning: to make a true spiritual successor to Master of Magic.

    I also wanted to mention that I've invited Das24680 (one of the youtubers doing a series on WoM) to join us. In several of his videos he's mentioned that the battleboard didn't offer enough to sink his teeth into. I felt it would be a good idea to get his opinions in the mix.

    So guys, what would you add or change about the battleboard if you could?
    Last edited by Troy_Costisick; 03-13-2015 at 12:19 AM.
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  2. #2
    Mage of the Inner Tower Endless Rain's Avatar
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    I haven't been able to play much recently, but if it's still the same as the alpha, I'd recommend having units move twice as fast. I'd also recommend having attacks of opportunity work like they do in D&D, where units take attacks of opportunity whenever an opponent moves out of a threatened square, but not when attacking an enemy unit.

    Quote Originally Posted by Aaron View Post
    I also wanted to mention that I've invited Das24680 (one of the youtubers doing a series on WoM) to join us. In several of his videos he's mentioned that the battleboard didn't offer enough to sink his teeth into. I felt it would be a good idea to get his opinions in the mix.
    Awesome, Das24680 is my favorite Let's Player. I didn't know he had a WoM series yet.
    I am waiting for the relaunch before playing Worlds of Magic, so I don't check the forums as often as I used to. In the meantime, the main forum I post at is RPG.net, if anyone here needs to contact me.

  3. #3
    Here's the first video in the series:

    https://www.youtube.com/watch?v=DJ7O9RfBe5g

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  4. #4
    THE GRAND BACKER zdsdead's Avatar
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    -1 to twice as fast movement, makes the game less tactical imho, you may as well halve the size of the board which is another no-no. Limited ammo is a much better option, for starters. Is blocking line of sight features, for ranged units a long/hard process to implement?, or simple hills, which boost range, and block los if a unit is on the wrong side? also what about a terrain feature like a simple wall/fence that adds +1 to ac, or swamp/muddy patch that slows movement?
    Last edited by zdsdead; 09-15-2014 at 06:41 PM.
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  5. #5
    I think more could be done with obstacles. For instance, what if there are enough obstacles on the board to create a single choke - point that the armies have to fight over? Or on river tiles, what about making that battle board have a river with three bridges going over it to force some interesting tactical decisions like those people have to make on the Summoner's Rift map on league of legends? I think a natural archway that spans a third of the map would be cool too. As would be making the tile directly behind an obstacle a dead zone for ranged attacks. Swamp battlefield maps could slow movement of units.

    Those are just a few ideas off the top
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    Developer Hoverdog's Avatar
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    Is blocking line of sight features, for ranged units a long/hard process to implement?
    Unfortunately yes, LoS is something we probably won't implement for now.

  7. #7
    THE GRAND BACKER zdsdead's Avatar
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    Quote Originally Posted by Hoverdog View Post
    Unfortunately yes, LoS is something we probably won't implement for now.
    Ah thats a shame, what about the swampy area of the board, for the purposes of slowing units, or fence/wall for bonus ac?
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    Developer Hoverdog's Avatar
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    Quote Originally Posted by zdsdead View Post
    Ah thats a shame, what about the swampy area of the board, for the purposes of slowing units, or fence/wall for bonus ac?
    the former will be in either way, as there is a spell that creates such a mudpool. the latter could be doable.

  9. #9
    THE GRAND BACKER zdsdead's Avatar
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    Well if were having limited ammo, at least we have another idea for a spell...... unlimited ammo!!!! ;-)

    Oh and welcome Das, I too enjoyed the video

    On a side note what about actual missile range? im pretty sure(could be wrong) that a unit of draconian javelineers can throw their weapon the length of the board, is this correct, maybe reduce the range for thrown weapons etc?
    Last edited by zdsdead; 09-15-2014 at 07:04 PM.
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  10. #10
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    Hi all,

    First of all I really appreciate the direction the game is heading and the purity of the game mechanics. Simple mechanics means that anyone can pick up the game and I think with a game like WoM that is a real asset. Having said that (here's the 'but') if any elements of a strategy game are too simple or can be formularized by a player then that game largely stops being a challenge and has a short shelf-life.

    My fear at the moment is that the tactical battle map can be dominated by ranged units. If that is the case then there is no reason to specialise your cities into other areas or to use combined arms with your unit stacks. I love games where a player is rewarded for using combined arms because it makes you think and plan your stacks as well as your approach to problems presented on the strategy map.

    In basic terms I would love the following sort of elements in the tactical battle map (written in order of preference):

    * Diverse and randomised layouts based on terrain where the map elements impacted the strategy (providing cover, defence bonuses, attack bonuses, slow movement, etc). A good example of this is the game Eador and their battle map.

    * I like the idea mentioned of an ammo limit.

    * Cover also provided by units as well as terrain elements. So having cheap meat-shields can be used as a strategy.

    * Zones of control to stop units by-passing to the rear ranks (particularly employed by spearmen/pikemen).

    * Support from proximity of units (like a shield wall). A good example of this is Dungeon Bowl.

    * Unit facings so that flank attacks become viable. Age of Wonders 3 does this very well.

    I know that this would all change the game design too much but thought I'd put it out there.

    Thanks

    Das24680

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