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Detailed game, simplified combat?

Printed From: Illyriad
Category: Strategies, Guides & Help
Forum Name: General Questions
Forum Description: If your gameplay question isn't answered in the help files, please post it here.
URL: http://forum.illyriad.co.uk/forum_posts.asp?TID=2310
Printed Date: 17 Apr 2022 at 19:32
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Topic: Detailed game, simplified combat?
Posted By: uritel
Subject: Detailed game, simplified combat?
Date Posted: 27 Aug 2011 at 20:31
Good afternoon!

Let me start off this post with the acknowledgement that I'm completely new.  I have not actually really engaged in full combat yet so I'm only basing this information on what I found in help, on the forums, and from some information that I found out from players in game.  If I'm wrong, I'm wrong.  Please correct me.  Otherwise, don't try to roast me too much since I did some research ahead of time.  :)  And I'm not fully criticizing, although I'm disappointed if the information that I did find out, and the assumptions that came from it, are in fact correct.

So I've noticed that a lot of aspects of this game are VERY detailed.  Detailed to the point that sometimes it's frustrating, at least in comparison to other games that I've played.  In order to make a spy, you have to make cows, cows turn into saddles, then saddles and horses for the spy to use.  That = detailed.  It's not just "click here to make a spy unit" or "click here to make an axmen", etc.  Very detailed.  Frustrating, but oddly I like it.  Usually.

Now, even with this type of detail.. combat is apparently absolutely bland.  Sure, you have a few changes based on geographical conditions and some luck (apparently), but there isn't much else.  There are no combat stages.  You send swords and ranged into battle in the same army, why is it not staged?  Why does ranged not hit first, then swords second?  Why is this lump summed instead of being as wholly detailed as the rest of the game?  I see a lot of intricacies on the simcity side, but lackluster on the combat side.  This would open up a whole realm to a better experience in the game by having to plan out your attacks and creating the best army depending on the situation, beyond if you're in trees or plains.

If this is just the way that it is because the game is rather new, then okay, that makes sense.. hopefully there are improvements are on the way sometime in the near future.  Or is this something that we should come to expect and it's to remain the way that it is?

Or am I completely off base in my assumptions because I have no field experience and should shut up?  :)

Let's discuss..



Replies:
Posted By: Ander
Date Posted: 27 Aug 2011 at 20:45
combat is not staged. I hope that changes some day. 
but war isn't that frequent that you'd miss the feature very much! :)


Posted By: uritel
Date Posted: 27 Aug 2011 at 20:49
Well, I feel that there is a difference between war and combat/battles.  Of course, frequent battles may lead to war, but skirmishing is bound to happen.  Whereas it's against other players, or roaming NPC's, or the pending factions implementation..

But maybe I am coming from left field on this.  I do find that due to the community (or perhaps due to the game, which influences the community), there is not much focus on the combat side of the game.  By no means am I a warmonger, or trying to become one, but I do look for balance in a game and this one just seems to lean heavily on civil communications between players and building/trading.


Posted By: Kilotov of DokGthung
Date Posted: 27 Aug 2011 at 21:00
by the way, you have defensive combat and offensive combat.
each unit has a different propose and each has different reactions based on terrain. not bland terrain factors, HUGE terrain factors.

now for example, bow units are good defenders, the higher the ground the better ... cavalry is offensive and is top notch on plain... but sucks on mountain... i mean SUCKS BIG TIME ...
you see? its not as bland as you may think on a first look


Posted By: surferdude
Date Posted: 27 Aug 2011 at 21:03
Originally posted by uritel uritel wrote:

Now, even with this type of detail.. combat is apparently absolutely bland.  Sure, you have a few changes based on geographical conditions and some luck (apparently), but there isn't much else.  There are no combat stages.  You send swords and ranged into battle in the same army, why is it not staged?  Why does ranged not hit first, then swords second?  Why is this lump summed instead of being as wholly detailed as the rest of the game?  I see a lot of intricacies on the simcity side, but lackluster on the combat side.  This would open up a whole realm to a better experience in the game by having to plan out your attacks and creating the best army depending on the situation, beyond if you're in trees or plains.

Each unit has different attack/defense values against different unit types; racial units have different values to each other, the terrain the combat is on type affects different units differemtly, commander skills affect the different unit type depending on what's trained, what troops are in their division - armies are then composed of multiple divsions etc.

Is still a lot going on without micro managing the battle...


Posted By: uritel
Date Posted: 27 Aug 2011 at 21:08
@Kilotov - 

I've already considered that, but geographical overview is really not considered (in my opinion) to be an intricate factor.  Especially considering when everything else (for the most part) is HIGHLY detailed and micromanaged.

Picking out the unit based on whether what you are attacking is on a mountain, in the trees, or on plains is just a mathematical percentage increase/deduction.  And all current games have offensive and defensive stats.  Older games have those, too.  Bonuses depending on what you're attacking or defending against is also lumped into the same/similar type of formula of mountain/tree/plains, too.

I consider those to be bland WHEN WEIGHED (and perhaps that's the problem that I have) against the other detailed parts of the game.  If I just clicked "build axmen" to make an axmen without any other prep than building up my barracks, then okay.. I'd be happy, or at least expecting, a lump sum response.  But Illyriad, you've set my expectations too high to be so bland when it comes to other aspects of the game.


Posted By: uritel
Date Posted: 27 Aug 2011 at 21:13
Originally posted by surferdude surferdude wrote:

Originally posted by uritel uritel wrote:

Now, even with this type of detail.. combat is apparently absolutely bland.  Sure, you have a few changes based on geographical conditions and some luck (apparently), but there isn't much else.  There are no combat stages.  You send swords and ranged into battle in the same army, why is it not staged?  Why does ranged not hit first, then swords second?  Why is this lump summed instead of being as wholly detailed as the rest of the game?  I see a lot of intricacies on the simcity side, but lackluster on the combat side.  This would open up a whole realm to a better experience in the game by having to plan out your attacks and creating the best army depending on the situation, beyond if you're in trees or plains.

Each unit has different attack/defense values against different unit types; racial units have different values to each other, the terrain the combat is on type affects different units differemtly, commander skills affect the different unit type depending on what's trained, what troops are in their division - armies are then composed of multiple divsions etc.

Is still a lot going on without micro managing the battle...

I understand the combat factors.. I'm just wondering why they stopped there.  I'm not asking for micromanaging when it comes to the actual battle (i.e. having to command the battle yourself in real time), but I think being able to impact what happens first (speed, range, etc) is vital instead of a lumped format of (a +b) = c, c * x = y, (y - d) = z, etc.


Posted By: Kilotov of DokGthung
Date Posted: 27 Aug 2011 at 21:20
math of combat is a secret the devs are keeping since the weary start.
no math geek influence here Tongue
you don't now the numbers or the factors that determinate combat.


Posted By: Rill
Date Posted: 27 Aug 2011 at 22:18
One advantage to this combat method is that it reduces the exploits found in some other games.  Such as innumerable dummy armies in Caesary or Evony.  Sure, it was sort of exciting to see if you got the dummies in the right order compared to the order of the other side in PvP battles ... for about 2 and a half minutes of heart-racing fun.

Complex battle systems lend themselves toward exploits, which yes can be interesting but also can be really frustrating.

Just my thought.


Posted By: uritel
Date Posted: 27 Aug 2011 at 22:37
Hm.. I suppose.  Perhaps it's my inexperience with other games such as Evony, etc that has made it so that I have not experienced such exploits.  I guess I was seeking more of a complex blend in your armies that both you and your enemies (PC or NPC) would also have.  Ranged hits first (depending on range), cavalry second (due to speed), infantry last.. or what have you.

I suppose I'll just try not to be as picky for now until I experience more combat first hand.  I've noticed myself very picky today.. like wondering why Dwarves have a penalty to iron when they are typically viewed as miners in most games, and wondering why you can't view current quantities of diplomats/military on the same screen as your production one when wanting to queue troops, etc.  I'll just tack it up to that.


Posted By: GM ThunderCat
Date Posted: 27 Aug 2011 at 23:28
It is assumed your commanders use the best military formations and strategies that are available to them and their skill sets and it is assumed that your military tactics are  http://en.wikipedia.org/wiki/Combined_arms" rel="nofollow - combined arms  rather than segregated arms, unless you have specialised your army this way. Cavalry vs archers etc is already factored into a single battle.

As to the terrain effects, whether you are attacking or defending also has a factor to terrain, for example: archers defending in buiildings have a much higher bonus than archer attacking buildings as they can set up kill zones. So its important where you have your combat.

However scouting your target before attacking is also important, and then adjusting the composition and layout of your army before you send it out to match and counter your opposition, and matching your troops with the commanders that give them the best divisional bonuses for the situation - obviously this adds extra time and planning to the procedure so isn't always possible.

Presetting battle formations themselves, rather than determining the best situation "in the field", runs the risk of turning to rock, paper scissors - which verges towards luck rather than strategy - an official thought about it is here:
http://forum.illyriad.co.uk/rock-paper-and-scissor-strategy_topic1592_post15402.html#15402" rel="nofollow - http://forum.illyriad.co.uk/rock-paper-and-scissor-strategy_topic1592_post15402.html#15402

However, war strategies (multiple battles) are more involved and complex. Do you have a swift response army purely of cavalry for rapid response; knowing that that imbalance will suffer heavy losses by an army of pikemen and archers, depending on the terrain e.g. http://en.wikipedia.org/wiki/Charge_of_the_Light_Brigade" rel="nofollow - Charge of the Light Brigade  - however on plains this army is likely to cut down any defence.

Do you send in one unified army or waves of different armies to wear down the advantages of what you are attacking; before mopping up with a more balanced army? etc.

Honored Mule's wiki has some interesting strategies on  http://illyriad.honoredsoft.com/wiki/Siege" rel="nofollow - Siege and  http://illyriad.honoredsoft.com/wiki/Defending_a_City_from_Siege" rel="nofollow - Defending a City from Siege  which a worth reading and give an insight into one type of combat.

I hope this helps


Posted By: GM ThunderCat
Date Posted: 27 Aug 2011 at 23:30
Originally posted by uritel uritel wrote:

wondering why you can't view current quantities of diplomats/military on the same screen as your production one when wanting to queue troops, etc.  I'll just tack it up to that.
I'd tack that up to a bit of UI that needs to be improved Wink


Posted By: uritel
Date Posted: 27 Aug 2011 at 23:55
@TC - Thanks for your response.  I have not had much experience with commanders so I haven't been able to delve into exactly what role they play other than a percentage bonus to whatever skillset they are offering.

From where I'm coming from, I was looking at it from having the different options of a hybrid army or a unit-type army.  It's nice to have a solo cavalry army to raze an enemy if their defenses or down, or else have a hybrid one based on speed vs ranged.  Ballista having the longest range so their attacks would hit first (presumably hitting walls first, lowering their effectiveness), archers hitting second (against cav, other archers, or infantry), cav third for a quick mowdown of other cav and infantry, and lastly inf to clean up.. or if you run out of inf vs their army, your archers and ballistas will finish up or be destroyed.

I'm not necessarily looking for a rock-paper-scissors of pre-defined battle strategies set by the user (which could be interesting.. but yes, that would develop into luck), but more of a speed vs ranged argument that reflects the battle.  If you're saying that's already thrown into the algorithm, then please correct me and I'll withdraw my "complaints".  If it's simply unit a + unit b = combined c vs enemy though, that's where I have more of the issue.  It's the sequence of events vs a lump sum total (ratio'd out depending on how much of total quantity was cav, inf, ranged, etc) that I'm parading for.


Posted By: Kilotov of DokGthung
Date Posted: 28 Aug 2011 at 00:02
Originally posted by uritel uritel wrote:

@TC - Thanks for your response.  I have not had much experience with commanders so I haven't been able to delve into exactly what role they play other than a percentage bonus to whatever skillset they are offering.

From where I'm coming from, I was looking at it from having the different options of a hybrid army or a unit-type army.  It's nice to have a solo cavalry army to raze an enemy if their defenses or down, or else have a hybrid one based on speed vs ranged.  Ballista having the longest range so their attacks would hit first (presumably hitting walls first, lowering their effectiveness), archers hitting second (against cav, other archers, or infantry), cav third for a quick mowdown of other cav and infantry, and lastly inf to clean up.. or if you run out of inf vs their army, your archers and ballistas will finish up or be destroyed.

I'm not necessarily looking for a rock-paper-scissors of pre-defined battle strategies set by the user (which could be interesting.. but yes, that would develop into luck), but more of a speed vs ranged argument that reflects the battle.  If you're saying that's already thrown into the algorithm, then please correct me and I'll withdraw my "complaints".  If it's simply unit a + unit b = combined c vs enemy though, that's where I have more of the issue.  It's the sequence of events vs a lump sum total (ratio'd out depending on how much of total quantity was cav, inf, ranged, etc) that I'm parading for.


heck, try read the arcanum article about defending from siege to see how deep the whole mechanic is and how complicated it is......
this is an insanely detailed article, posted by a great player, HM.
 http://illyriad.honoredsoft.com/wiki/Defending_a_City_from_Siege


Posted By: HonoredMule
Date Posted: 28 Aug 2011 at 05:11
That article on defending against sieges is actually only about half done as well. Geek

The tactics of battle resolution are modeled and already all wrapped up in the unit stats and combat resolution algorithm, but the strategy-scale factors are really quite profoundly meaningful.  Back in the early day we had some really epic wins because our opponents didn't believe that it was better to have just defensive units defending than to add offensive units for double the numbers.  But it really does make a huge difference, and creates one of those situations where less really is more.  Those were days of big wins for the accounts run by economists and seasoned quartermasters.


-------------
"Apparently, quoting me is a 'thing' now."
- HonoredMule


Posted By: Llyorn Of Jaensch
Date Posted: 28 Aug 2011 at 18:44
Uritel has hit on one aspect I'd like to see improved. The length/duration of battles.

Months of effort/work/ planning etc resulting in an instantaneous singular combat report can be a little.....deflating.

I recall a post addressing this suggesting multi-day battles where the battle was progressive. One could receive multiple reports as different elements (Ranged, Cav etc) engage and create the opportunity for reinforcements to arrive and sway the course.

I'd like to see this avenue of thought pursued by the community and the Devs.


-------------
"ouch...best of luck."
HonoredMule


Posted By: Meagh
Date Posted: 30 Aug 2011 at 03:15
Originally posted by uritel uritel wrote:

From where I'm coming from, I was looking at it from having the different options of a hybrid army or a unit-type army.  It's nice to have a solo cavalry army to raze an enemy if their defenses or down, or else have a hybrid one based on speed vs ranged.  Ballista having the longest range so their attacks would hit first (presumably hitting walls first, lowering their effectiveness), archers hitting second (against cav, other archers, or infantry), cav third for a quick mowdown of other cav and infantry, and lastly inf to clean up.. or if you run out of inf vs their army, your archers and ballistas will finish up or be destroyed.

I'm not necessarily looking for a rock-paper-scissors of pre-defined battle strategies set by the user (which could be interesting.. but yes, that would develop into luck), but more of a speed vs ranged argument that reflects the battle.  If you're saying that's already thrown into the algorithm, then please correct me and I'll withdraw my "complaints".  If it's simply unit a + unit b = combined c vs enemy though, that's where I have more of the issue.  It's the sequence of events vs a lump sum total (ratio'd out depending on how much of total quantity was cav, inf, ranged, etc) that I'm parading for.

it really sounds like you're looking for a battle that is broken down into rounds.  It's a really smart way to go about it and one that other games have tried but not always gotten it right. I'm assuming the devs want to avoid this so they dont end up with an evony-type battle system; evony's system would have been really good had they kept developing it (they abandoned development within a year of leaving beta).

In the Illy battle system it seems like a multitude of factors are taken into account (terrain, commanders, unit type, and some unknown secret dev magic) and the sum total of those factors are used to compute a result rather than determining a round by round battle sequence.

btw, everyone is dissing on rock / paper / scissor game play. The total war series uses rock / paper / scissors in their games and probably have the best battle system ever developed in a computer game. It can be a very good system if done right. - M.


Posted By: HonoredMule
Date Posted: 30 Aug 2011 at 04:48
The validity of a rock-paper-scissors approach to balance is debatable, but I've played several of the Total War games--which I love--and fail to see any such elements in their gameplay or tactical balance.  Yes, Total War units' strengths are always tempered by counterpoint weaknesses, costs, or tradeoffs.  But that isn't the same thing at all, and Illyriad has that as well anyway.

More to the point, the devs have already shared their opinion regarding such an approach, and they are very strongly against it.  We can debate the matter, but realize we're discussing theory that will almost certainly never reach practice.

----

As for making battle more interesting or exciting, I will refer back to a thread I started some time ago, that proposed a means of making battles more drawn out and able to be affected while in-progress (while recognizing the infeasibility of making battle resolution interactive):

http://forum.illyriad.co.uk/noninstantaneous-battles_topic1066.html" rel="nofollow - http://forum.illyriad.co.uk/noninstantaneous-battles_topic1066.html

This is in my opinion the most viable way to give individual battle what detail and complexity it currently lacks.


-------------
"Apparently, quoting me is a 'thing' now."
- HonoredMule


Posted By: Meagh
Date Posted: 30 Aug 2011 at 06:54

The rock-paper-scissors approach has been the foundation of the tw game engine since the original shogun. Admittedly i don't really observe it in game play either but i'm sure it's there. It's not even relevant to the discussion i think and i only mentioned it to not that the approach can work and is not itself bad.

HM, I looked at your post about making battles stretch over time. That is a really, really good idea. It may not be what the op had in mind but i think it would add alot of strategy to the game and allow for player initiated maneuvers, maybe pull a 'bait and switch' for example. 

One thing GM TC posted that seemed interesting to me is this

Originally posted by GM ThunderCat GM ThunderCat wrote:


However scouting your target before attacking is also important, and then adjusting the composition and layout of your army before you send it out to match and counter your opposition...
...
Do you send in one unified army or waves of different armies to wear down the advantages of what you are attacking; before mopping up with a more balanced army? etc.

this leads me to think that though the battle isn't computed by round, you can still use different techniques by sending different kind of waves against the target for different results. Something for the op and others to experiment with and might address the ops desire for a detailed combat mechanic. - M.



Posted By: Mandarins31
Date Posted: 01 Sep 2011 at 01:05

In this game battles are like poker... it takes 2 minutes to learn how to play it, but years to understand and develop the finest strategie. Frankly im still learning every day... and if you link that with how to manage your cities to produce this kind or that kind of unit, at that production rate, wich size to chose, how to train and manage your commanders... you will have to put your neurons at work as soon as possible. Theire is a lot to do with armies: occupy, attack, raid, assassination, feint, sieges, sailly forths... and with all of these actions comes loads of different possible strategies and combinaisons to adopt.


Posted By: uritel
Date Posted: 01 Sep 2011 at 01:18
Originally posted by Meagh Meagh wrote:

HM, I looked at your post about making battles stretch over time. That is a really, really good idea. It may not be what the op had in mind but i think it would add alot of strategy to the game and allow for player initiated maneuvers, maybe pull a 'bait and switch' for example. 

It's what I had in mind for down the road.  I wanted to discuss the different stages of combat first and see if it was in fact a lump sum or if there were other calculations/waves that were done outside of that.  If we got the ball rolling on the wave idea, I figured I'd lead it into what HM posted.  I was hoping for it to be more "realistic".. not only do buildings take awhile to be erected, but also for combat not to be over in a matter of seconds (outside of siege.)

The other problem that I've seen so far is that everyone keeps linking back to siege, but siege is not the only part of battle that we participate in.  It's the most overall complicated, but it's not the only thing we fight with.

Just my two cents, as a noob.



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