I don't think we need terrain bonuses, I would love to see more terrain obstacles to change the layout of each different combat map, but I don't think we NEED terrain bonuses because if we keep them out, we can get tactical combat to be way more focused on other layers. We have an intricate weapon system right now, and I hope they change it slightly (because most of them are slightly boring) or just make it more significant, I for one wont ever use mauls just for the sheer, feel they have, they don't seem to hit hard enough compared to the turn-loss my units seem to get (this is also because units start moving very very slowly due to mauls).
But I think we should focus on keeping weapons, armor and formation the key point, instead of how the hills are upwards or downwards.
(Also makes it easier for the AI to comprehend each combat situation)
Sincerely
~ Kongdej
The tatical 'mods' that I was thinking of, I think, are along your lines of being tatical your recommended obsticales.
Here's what I've been stewing over:
If a road exists on the tile, then if you entered combat on that tile, a road should exist on the tatical map. Just like the road improved your movement by +1 on the tile, in combat, it should improve your movement by +1 if your units are travelling along the road.
If a hill exists on the tile, then if you entered combat on that tile, a hill (or clump of hills) should exist on the tatical map. Remember, the tile is a representation of what is there...so there could be a few hills in the combat map). Just like the hill would/could reduce your movement by -1 on the tile, in combat, it should reduce your movement by -1 should your units travel past one.
If a forest exists on the tile, then if you entered combat on that tile, a forest (or a few forests) should exist on the tatical map. Remember, the tile is a representation of what is there...so there could be a few forests in the combat map). The forest could block line of sight for ranged attacks.
If a river exists on the tile, then it should also exist in the combat map. Two types of river could exist. Either, a shallow river that is fordable, at a -1 movement penalty, to cross.....or.....a non-fordable with a bridge or two. Remember, as a representation, there are peasants all over the place in this world....or ruins from the world before the great cataclysm.....bridges could be relatively abundant.
Bodies of water are relatively simple, as are mountains. They should be impassable. In both cases, should the battle start on a water edge or the side of a mountain, these elements could be represented on the combat map by reduced combat space with graphics showning the obstruction. Especially for water...there could be lake graphics and coast graphics. Maybe there is a %chance at having a cave along the mountain side...or a tunnel to outflank your opponent.
Walls, Moats with bridges, Firewalls, Walls of darkness, Walls of Arrow deflection, etc, should all exist to help defending cities and there armies (should you be within city limits). There should always be a mundane way though these obsticles and always a magical way as well.
I think that covers the basics. I believe this would benefit the game in the following ways:
First, it adds a tatical dimension to the game. No longer is it 'I've got the bigger stick", whether that be weapons or magic; the enviroment can be used to help your win battles that you might have otherwise lost.
Second, it adds an addition dimension to placing your cities and outposts. No longer are they 'resource gathering mechanics'. Now, they also must be used strategically to strengthen and defendn your empire. Decisions would have to be made: do you build the outpost in the open plains to gain access to all the resources nearby? or do you give one up in exchange for a more defensible positon on the nearby hill?
Third, it adds depth to the narrative aspect of the game. Not all stories are words. One thing I really loved about the game 'betratal at krondor' was the fact that some cities had unique layouts. It added graphical depth that pushed the story along. The same can be said for adding enviromental obsticales to battles. They become more real. They emmerse the player into the story of the game...
Lastly, I know tatical battles may not be high on Stardocks list due to all the other stuff that needs to be done to the game yet, not to painfully mention the added complexity to the AI that would be required. I just want to say, that if Derek, Frogboy & Co (I think I saw that somewhere
), pull it off....there will be ALOT of really happy people playing this game.
Regardless of what happens, FE is turning out to be a fantastic game and I'm really looking forward to putting in some time for beta 4.