Thread: combat
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Old June 4th, 2006, 07:14 PM

Fate Fate is offline
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Default Re: combat

You will notice there is some control over combat in dominons (enough that strategies are built around it).

First of all, there are tactics in squad mixing, as archers with infantry will not fire unless commanded to (which would cause the infantry to just sit there). Also, while larger squads have more morale, smaller squads can create longer fronts, and thereby inflict more casualties.

Also, in the squads menu, you can click on the green, white, and red colored block to position a squad's starting position. The white block is the squad, the red block is other squads under the same commander, and the blue blocks are other friendly squads.

You can also click on the squad's orders (next to their name) and change them. For troops, possibilities include "guard commander" (making them bodyguards for the commander in case of an assassination attempt), and various forms of attack, with optional targets. For commanders, you can also script their first 5 turns of combat, especially usefull for mages, before giving them similar general commands.



Anyway, I consider this enough control, and any in-battle control would not work with the game's P(lay)B(y)eM(ail) multiplayer.

As for watching battles, I sometimes need to (possibly from my niavity - is that spelled right?) to see how the enemy wooped me. I also enjoy the movie-ness of just having to watch the battle, without any involvement.






Besides all of this, if you got this far, I know of no plans to drastically increase combat control. A little more leeway has been requested, but I am not sure how much will make the cut.
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