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Unit outflanking in combat

Posted: Thu Aug 25, 2022 11:01 am
by MerlinTheWise
Here's a small but elegant idea about making the combat more interesting:

Let's make a unit choose which way (one out of 8) it can face. An attack from flanks deals it more damage, and from the behind even more damage.

For example, if it is facing S (south), attacks from E and W are flanking attacks, and from N a rear attack. One obvious outcome is that units are adjacent, limiting the ways it can be outflanked. Another situations: two units are one hex/square away from each other. If an enemy unit 'squeezes' between them, it exposes itself to both attacks from two different flanks by two different units.

Is that good? Or at least can it be implemented in an editor

Re: Unit outflanking in combat

Posted: Wed Aug 31, 2022 7:49 am
by ernieschwitz
It looks like the developers have gone with hexes. So that makes it a bit harder to implement that idea, but it could still be done.

Re: Unit outflanking in combat

Posted: Sat Sep 03, 2022 3:34 pm
by MerlinTheWise
ernieschwitz wrote: Wed Aug 31, 2022 7:49 am It looks like the developers have gone with hexes. So that makes it a bit harder to implement that idea, but it could still be done.
why is that? let's say an attack with 2-3 hexes is considered outflanking (if another unit, is, e.g. adjacent). This can be a ranged unit, for example. I think it adds a lot of 'spice'. It's implemented in FGII, which is also hex-based!

Re: Unit outflanking in combat

Posted: Wed Sep 07, 2022 1:35 am
by tdavie
FGII is square based. Press the 'G' key. Each square has 8 surrounding squares. Hex (6).

But yes, in some games units can face hex spines allowing for more complexity in movement and facing. Could also change unit AI on the tactical battlefield.

regards

Tom