Ajantaka
Posts: 30
Joined: 1/23/2007 Status: offline
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What I mean by Hybrid Tactical Combat (HTC) is somethings in between computer auto resolve and tactical in detail. HTC is auto resolve but also gives the player imput into the battle before and during combat. The following is only a suggestion; its can be adapted in many ways. For all I know some other games already have it. However. Before combat begins a schematic with boxes for left wing, center, right wing and center is offered the player and he is allowed to place his units one by one into these. And the player is offered a list of possible Battle Plans. The interaction of formation, battle plans of both sides, and individual unit qualities and commander qualities are the data the ai will use to determine outcome (and of course an element of chance). The following is an example. We have an army of 14 units with a 'hero' or general. We are going to use the Battle Plan 'Defend/Counter Attack', that is we will leave the initiative to attack to the opponent at first and, after we have defeated one or more attacks, will counter attack. We place 3 units each in left wing, center, and right wing. Scounting functions can be included so that we have partial knowledge of the enemy formation. Or not. Since we don't know where the enemy will make their attack and because we will need fresh troops for our own counter-attack, we place a larger reserve of 5 units. We also place our general, who will influence directly whichever wing of the army we put him with. Then we click for the battle to begin. We are given a running total of casualties of both sides, which is approximate only, during course of combat. We are informed that the enemy has launched an attack in force on our left wing but our side is fighting hard and holding. We note that the casualties of both sides are starting to rise. Another message arrives that tells us our left wing is being forced back. We have a button to press if, any time during the battle, we wish to commit reserves. For the present we await further developements. Another ms. comes in telling us that the left wing is in danger of breaking. So we can wait no longer and decide to send help. There are 5 units in the Reserve and we must decide how many to send. If our left wing is routed we may well have lost the battle and we sure won't be able to launch a counter attack but we don't want to commit more troops than are necessary to repulse the enemy so that we do have options left. We decide to send 2 units. A while after they are inserted into the fight a ms. comes that tells us the situation has been restored and the enemy repulsed. We are asked if we want to counter attack now but we choose to wait and let the enemy use up more of their reserves and energy. Another attack comes, this time aimed at our right wing. Though the casualties rise steeply on both sides, after a time a ms. informs us that the enemy has been repulsed. Now we are ready for our counter attack and we launch it with our center and the 3 units left in our reserve. If we have read the battle correctly we will break the enemy center, if not we will be repulsed in our turn and the fight may turn out to be a draw. If we do break the center and this proves to be decisive we are offered a list of how aggressively we want to purse the beaten enemy army. The battle is over and we are then given an accurate count of the casualties. Now, this model can be made less intensive by allowing the formation and battle plan aspects of it but then no further imput by player. But the point is that those of us who do not want to play out the battle in move by move detail would really like something more than a single mouse click and we are told the result of the fight. And surely, all I have suggested is very easy for today's computers. The model could be made more complicated rather than less. I have never understood why games that offer auto resolve have not always had something like this. For what it is worth, there is my suggested Model. Thanks
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