Hi all,
I'm trying to put together a good combat mechanic for a civ game I'm working on. The system has to allow for quick resolution, no chart lookups, and no dice.
As a frame of reference, other combat systems that have been used in similar games and which I like include Civilization and Vinci, which are a little too simplistic; Wallenstein, which is a little too random; and Empires of the Ancient World, which is a little too much like rock-paper-scissors.
With this in mind, my current system works like this: There are two kinds of units, Peasant and Warrior. For combat purposes, Peasants are worth 1, Warriors are worth 2. So, in combat, you sum the strengths of your forces and compare.
Now, that's kind of dull. So to spice it up a bit, I added a card component, where you can add between 1 and 4 "power cards" to your combat. These generally have a value between 1 and 4, and many have bonuses under special conditions. eg, "Phalanx" is ordinarily worth 1, but if the other guy plays a "Cavalry" card, it's worth 4, say. So, you add the value of your pieces and your cards, and determine the winner.
Now, that is a little better, but there are a few problems with it. For one, there is a big "luck of the draw" effect, since all cards are drawn from the same pile. For two, there is a "rock paper scissors" effect where if you happen to be lucky enough to use your Phalanx against the Cavalry, you get a bonus, but since you chose sight-unseen, it's not greatly to your credit and thus may reward you unfairly.
So, there a couple of things I want to change. First, I want to have a gradation in card values such that you need to do something extra to get better cards; since it's a Civ game, it will probably be that as you get more advanced, you can draw from a better deck.
But I also want to lift the rock-paper-scissors effect, yet still have an "aha!" feel to combat. So, how about this system: Combat cards are characterized by one or more of three values: Speed, Attack, or Defense. Combat would proceed in this way. First, we compare our Speed values. The faster army gets to attack first. Then I compare my Attack value to your Defense value, and get to do something if my value is higher; maybe I get to select a casualty, or loot some gold or something. Then, you compare your Attack rating to my Defense rating, and if it's higher, you get to do something as well.
I'm envisioning that in this system, Warriors would have an Attack rating of 2 and a Defense rating of 1, Peasants would have both ratings at 1.
So, let's say for example I have the cards
Chariots: Speed +2
Archers: Attack + 2
Trenches: Defend +1
and you have the cards
Elephants: Speed +1
Shields: Defend +2
Let's also say my army has 2 Warriors and 2 Peasants, your army has 1 Warrior and 2 Peasants.
So, first we compare our Speed ratings: mine is 2 (from the Chariots), yours is 1 (from the Elephants), thus, I attack first. I obtain my attack rating: it's 4 for the Warriors (2 warriors x 2 Attack per warrior), 2 for the peasants, and 2 for the "archers" card for a total of 8. I compare that to your defense rating which is 3 for your troops + 2 for your "Shields" card = 5. So, I have an 8-5 advantage, which allows me to do something; maybe take casualties or something?
Next, you compare your Attack rating, which is 4, to my Defense rating, which is 5. So, you don't get to do anything to me, because your attack rating isn't high enough.
I know it sounds a bit mathy, but I think it could actually be pretty simple, yet could still retain the flavor of "chariots are different from catapults are different from a phalanx", etc. It could also lead to some interesting strategic effects; if I want to hold a territory, I want to heavily invest in Defense cards, whereas if I want to be warlike, I want Attack cards, yet if I don't have some good defensive abilities as well, I will probably sustain heavy losses in battle.
The one thing to work on is the consequences of winning; what do you get to do if your Attack exceeds his Defense? I think "casualties" is good, but how many casualties can you take? It must be a simple formula for the game to work...
One thing that might be nice about this is it would make 3-way battles much easier. In the previous game, only 2-way battles could be accomodated, whereas here, you could perhaps have a 3-way fight, just by comparing speeds. Although, it would still be a bit of a pain.
Anyway, I welcome your comments and suggestions on this one. Combat will be somewhat infrequent in this game, with only a couple of battles per game turn (of which there are only 6 or 8 anyway), so it doesn't have to be totally superficial, yet it still must be quick, and it must be possible to internalize the combat system pretty early on into the game. I think the idea I've outlined above accomplishes this, but I'd really like to hear your thoughts on the matter. Thanks!
-Jeff
I was envisioning that each card would only have one, or maybe 2 of these properties, but I suppose you're right that each deck should be properly normalized. to reduce luck of the draw effects. Another thing I should point out is that I envision diplomacy being an important part of the game, so trading a good Attack card to the warlike player in return for a good Defense card which will protect you against aggression could be a good move; I think trade can perhaps mitigate luck of the draw, but shouldn't be relied upon exclusively to do so...
Yeah, that's a little too complicated. I'd like to keep it nice and simple, if possible. The basic idea is that Peasants produce resources, Warriors are better at Combat. That could be manifested simply in terms of Warriors having a slightly higher "attack" rating. But beyond that, this aspect of the game is meant to be very simple, there isn't meant to be much complexity between the different types of units, although using this simple system I've outlined, one could probably make a decent wargame with more varieties of units.
I can see that method working nicely in your game, so that players can only launch an attack if they are apparently numerically stronger in ATTACK versus DEFENCE, but the situation may change later (as the Elephants suddenly lumber in to defend etc.)
Very interesting, and worth thinking about. In the current game, there's a "pay to fight" mechanic so if you want to iniate battle, you must pony up resources equal to your army size. This makes moving a small army into a heavily occupied territory a relatively stable maneuver, since the opponent will have to expend a lot of resources to mobilize his army to expel you.
I should also point out that I'm advocating an "instant resolution" system, kind of like a die roll or a chart lookup. It's "once around" in a sense. The faster player compares his attack with the slower player's defense, he gets a benefit, then the slower player does likewise, then it's over. I suppose, though, that a "progressive revelation" of cards could be neat in the way you describe, but it would also make battles take longer; I'll have to see whether it's worth it.
One simple idea I had was that "the faster player compares his Attack with the slower player's defense, period" -- that the whole benefit of being fast is that it's your "Attack" number that will be compared with the opponent, and not your "Defense" number. That would certainly make things easier, and would still give some range of strategy; from a design standpoint, it's nice because it's a single event that resolves combat -- compare the ratings, and the higher result is the winner. In contrast, I now have to decide "what use do you make of the amount by which a player's attack exceeds the other's defense", since both players must derive this benefit. But, the whole thing bears more thought.
Thanks for your input!