ThunderLizard2
Warlord
- Joined
- Oct 6, 2010
- Messages
- 269
I like the idea of having a separate tactical map. Much more possibilities versus having combat take place on the strategic map like Civ VI. What are people thoughts on the pros and cons?
Is this really true? I mean, I can imagine that there is no slick solution (yet) how to sort things out when three different war parties meet in a free for all. But I sure hope that in team games (multiplayer or against the AI), an allied faction can participate in the form of reinforcement or something similar.Currently the mechanism doesn't allow a 3rd party takes part in the tactical battle
BUT, as was posted above, the tendency in the past 150 years (late Industrial, Modern Eras) is for more and more of the 'combat power' to move off the immediate Battlefield. First as Indirect Fire long range artillery after 1900 CE, then as mechanized reserves that can intervene almost instantly and air support for both attacker and defender after 1940 - 41 CE. In the contemporary Era, that trend has if anything accelerated, with modern individual infantry companies or battalions (in other words, lower than the In-Game unit size) being able to call down artillery, rocket, cruise missile, or drone-launched weapons in support, and access satellite reconnaissance data almost at will. That's a lot of influences that don't show easily on any Tactical Map system, and we have't seen how any of it might work in the game.
IIRC the size of Tactical Map would increase based on the Era; the more modern the Era is, the larger the Tactical Map. So I guess the "long-range fire" part of the modern battlefield will be covered. Unsure about the representation of "smaller, more professional units with comprehensive support" part though.
But how does that work then. The battlefields were already large in Lucy, do they now in the modern era cover the whole nation?
Yeah, I'm very curious how they do that, and it shows a basic problem of those historical 4x strategy games: The first thing players encounter are the early eras and that's why they also are the most polished as you want people to buy the game and first impressions count. This is also where they start developing since that allows them to show gameplay early on. But... that also means the late game often is neglected, and thus paradigm shifts we know from our history (the above mentioned change in warfare style, but also the demographic boom ("Hockey Stick") and Industrialization/Globalization/Digitalization) are incorporated very poorly into the gameplay.
This development style makes sense, it'd be weird to build the third level when you haven't done the first floor. But I'd wish for once that one developer would focus on the later eras more - or is okay to rehaul that whole era in a DLC when it shows that it just doesn't work as well with the current combat mode.
We will see
Since they have indicated a Reinforcement mechanic to add units to a battle from outside the battlefield, I would suspect that a variation of that would allow Fire from long-range units off the tactical battlefield as well. This, I would think, would be the simplest way to do it, and also very effectively show the strength of artillery support to your front line units. BUT haven't seen any examples of game-play late enough to show this: Lucy stopped just short . . .
The system is head and shoulders above the mobbed Strategic Map that results from 1UPT, and for the Ancient - Early Modern Era (largely Pre-Gunpowder) the bonuses and tactical effects of the various units work very well: charging Knights, steadfast spears and pikes, etc. It feels 'right'.
BUT, as was posted above, the tendency in the past 150 years (late Industrial, Modern Eras) is for more and more of the 'combat power' to move off the immediate Battlefield. First as Indirect Fire long range artillery after 1900 CE, then as mechanized reserves that can intervene almost instantly and air support for both attacker and defender after 1940 - 41 CE. In the contemporary Era, that trend has if anything accelerated, with modern individual infantry companies or battalions (in other words, lower than the In-Game unit size) being able to call down artillery, rocket, cruise missile, or drone-launched weapons in support, and access satellite reconnaissance data almost at will. That's a lot of influences that don't show easily on any Tactical Map system, and we have't seen how any of it might work in the game.
I still think the basic system is an Order of Magnitude better than 1UPT on maps the scale of a 4x World-Spanning game like Humankind or Civ, but the Devil is in the (Modern) Details.
Stay tuned. . .
Since they have indicated a Reinforcement mechanic to add units to a battle from outside the battlefield, I would suspect that a variation of that would allow Fire from long-range units off the tactical battlefield as well. This, I would think, would be the simplest way to do it, and also very effectively show the strength of artillery support to your front line units. BUT haven't seen any examples of game-play late enough to show this: Lucy stopped just short . . .
What are you suggesting for artillery and air power?
Maybe next open dev will include air units?
We definitely thought about it, since players have been requesting that since Endless Legend, but it won't be available in Humankind either, at least not at release. Hopefully we can add it later, but I am in no position to say if there are technical hurdles. ("Messing up player sequences in multiplayer" on the other hand is not a hurdle, since turns are simultaneous anyway.)Currently the mechanism doesn't allow a 3rd party takes part in the tactical battle; and that it may messed up player sequences in multiplayer.
On the naval battles as you may have seen them in Lucy, I would just like to quickly mention that ships with ranged attacks were bugged in Lucy and could not fire at land targets. It is intended that your ships with ranged attacks can support your armies in battles.I'm also . . . unconvinced on naval battles. And I think it will be difficult to include artillery support and airforce into these pitched battles - we haven't seen the modern era yet after all. So yeah, too early to tell?
The size of the tactical map, if I recall correctly, does not depend on the era, but on the number of units that are involved in the battle. Since armies get bigger with the eras, so do the battles. And yes, in my experience they can get quite large.IIRC the size of Tactical Map would increase based on the Era; the more modern the Era is, the larger the Tactical Map.
We definitely thought about it, since players have been requesting that since Endless Legend, but it won't be available in Humankind either, at least not at release. Hopefully we can add it later, but I am in no position to say if there are technical hurdles. ("Messing up player sequences in multiplayer" on the other hand is not a hurdle, since turns are simultaneous anyway.)
On the naval battles as you may have seen them in Lucy, I would just like to quickly mention that ships with ranged attacks were bugged in Lucy and could not fire at land targets. It is intended that your ships with ranged attacks can support your armies in battles.
As for artillery and airforce, I think we have a nice system for that, but you'll have to be patient before I am allowed to talk about that. (And trust me, I so badly want to...)
The size of the tactical map, if I recall correctly, does not depend on the era, but on the number of units that are involved in the battle. Since armies get bigger with the eras, so do the battles. And yes, in my experience they can get quite large.
All that said, I find that Era 4 already shakes up the dynamics of combat quite a bit: The majority of units being ranged makes it a lot harder to hold chokepoints (or even the high ground, as that hill over there might be even higher than the one you are standing on...), while Line of Sight becomes more important, as well as the Defense Bonus from trees and buildings. It's a lot harder to kill those militia during a siege when your troops don't go into the houses to stab them with their swords anymore... It took me some time to adapt, after being so used to the "Rifle units are just melee with another name" of many other 4X games.
Edit: Fixed (admittedly punny) typo of "jokepoints."
While I haven't played the game, I was at first very enthusiastic about the idea of having a separate tactical map, but my main concern would be how it handles bringing in support units. If a battle continues until one army is destroyed once two armies engage, we're basically back to stack-of-doom in the sense that the strongest army will always win the battle. This may or may not be a bad idea - it's obviously a realistic scenario, and as long as the winning party is not magically healed after the combat, it may also turn out to be balanced. On the other hand, it does put a lot more pressure on the player to have always a defending army of proper size at choke points, but again, that may not be a bad idea given how one of Civ5/Civ6's major weaknesses imo. is how you can basically go through the entire game without an army relying simply one a few key units and city walls for defense.I like the idea of having a separate tactical map. Much more possibilities versus having combat take place on the strategic map like Civ VI. What are people thoughts on the pros and cons?
While I haven't played the game, I was at first very enthusiastic about the idea of having a separate tactical map, but my main concern would be how it handles bringing in support units. If a battle continues until one army is destroyed once two armies engage, we're basically back to stack-of-doom in the sense that the strongest army will always win the battle. This may or may not be a bad idea - it's obviously a realistic scenario, and as long as the winning party is not magically healed after the combat, it may also turn out to be balanced. On the other hand, it does put a lot more pressure on the player to have always a defending army of proper size at choke points, but again, that may not be a bad idea given how one of Civ5/Civ6's major weaknesses imo. is how you can basically go through the entire game without an army relying simply one a few key units and city walls for defense.
I would say the main difference is that in Humankind 1 combat turn doesn't equal to 1 global map turn.In some ways is VERY similar to Civ V/VI, but instead of moving units one by one outside of battle you move armies, and the conflict is a bit more focalized in an area.
I would say the main difference is that in Humankind 1 combat turn doesn't equal to 1 global map turn.