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  1. #1

    Default Revise the Battles

    To begin, this is a topic I've wanted to start for a pretty long time. Due to the complexity of the issue, it just hasn't happened yet, until now. This topic concerns the battle mechanics and general design thereof in a small attempt to raise some sort of awareness that, while it may be considered acceptable by some, this part of the game is nowhere near its true potential.

    While old at this point, games like Rome and Medieval 2 offer some excellent reference material to what can and has been achieved in the series, and moreover what should have been achieved in Rome 2. Some aspects are, in my opinion, more secondary, while others are primary and essential for enjoyable, mildly authentic battles. This will be explained in greater detail below - but it's only my own opinion on the matter.

    I'll start by listing what I consider primary issues in Rome 2 battles, elements that seem to have carried over to Attila.

    The health system is undoubtedly what must come first on this list. It is one of the single most apparent changes from previous games and has had a very real impact on how battles are played - and so not for the better. The bottom line idea sounds fair enough, soldiers have a little variation in how many hits they can sustain before getting knocked out of combat. Elite units typically have more health, while more basic units have lower health. There are numerous problems with this concept though, both on the theoretical part as well as the result it has on battles. To get to the point, I'll only address the latter of the two - the combat impact it has, because that's what matters the most.

    You do not have to look for very long in a battle to notice what effect charges in particular have on units. Not uncommonly, a cavalry charge will inflict little to no casualties on decently armoured units. In turn, the cavalry will suffer no casualties at all, be it a very light or very heavy unit. Suffice to say, there is something fundamentally wrong with this. It gives the impression that forces are not involved and makes units and their actions feel very abstract. I'll give you another two examples on this matter. Infantry charging right into a pike wall renders no casualties whatsoever, for the attackers. Perhaps the single most disturbing scenario - which happens to be one of the most frequent ones - is how projectiles are not sufficiently deadly to take down soldiers on the first volleys. They may take out very scarcely armoured soldiers by the first volley, but will not do so against other, more common units. Instead, casualties very quickly mount over time and after perhaps a third of the ammo has been spent, a missile unit will start dealing reasonably consistent - and extremely high - damage. Up until that point, the casualties taken are very inconsistent. Just like with cavalry charges, it makes projectiles feel abstract, even as though they aren't initially there. It also has a serious impact on the balance.

    An additional thing that likely was designed the way it was so it would match the high health, is the unit statistics. Difficult to read from, hard to memorize due to excessive amounts of digits and little consistency, this is perhaps one of the worst designed parts of the battles. It does not fulfill the purpose it should in an acceptable way - allowing you to get a solid but quick idea on how a unit will perform relative to another unit in a given scenario.

    My suggested solution is to revise this fundamental part of the battles, either returning to the classical (pre-Rome 2) combat or figure out something that gives yet better results. As it stands now, it's very frankly not a good or even decent system but puts the combat part of the game as the least compelling in the entire series.


    Then there are, as mentioned previously, things that I personally consider to be more secondary - but nevertheless relevant. These are unit collision, cohesion, pushing, blobbing and unit arrangements. A quick breakdown;

    Unit collision is a mechanic I believe most people are well familiar with - it essentially has units stop before crashing together in an uncomprehensible compact mess. This is poorly implemented in all titles since Empire, but is more apparent when shields are involved and units are up to eight ranks deep, as opposed to a mere two or three in the games set in the 18th and 19th centuries.

    Cohesion is another thing that has been extremely poorly implemented, especially when considering that it worked well in Rome. When not using formation attack - an attribute which a fair deal of units simply don't have - there is often a general lack of cohesion within the own unit. A rather common sight is units forming up almost in a triangular shape while in combat, with a tip at the rear of the unit.

    Pushing - simply not present, despite the fact that it would add a whole lot to battles like it did in the original game, BI and Medieval 2/Kingdoms. Whether Attila will include this, I don't know, but it doesn't seem like it from the previews.

    Blobbing is more of an issue that is a product of other mechanics, such as formation attack (causing units to stack up) and low radius for units. Two obvious solutions here would be to make - assuming formation attack (or an equivalent) is implemented in Attila - the attribute disabled by default, as it is the AI that cannot handle it. The other solution is for the radius, simply increasing it will give each soldier better space and reduce clipping.

    Then finally, unit arrangements. Truth to be told, this is a small beef I have with Rome 2, but one nonetheless. Rome and Medieval 2 were filled with amazing diversity when it came to how units were arranged and how the rank to rank and file to file spacing variated. Units felt unique based on that alone. For example, basic archers would have a very loose pattern, elite archers a regular pattern and Cretan archers their own, specific (and perhaps exaggerated) spacing. There was even a difference between hastati and principes. On this area, it would be nice to see CA put some actual effort in diversifying troops better, based on culture, armament, training and other factors. It takes little effort but does a huge job of diversifying and enhancing the battles.

    It is my hope that at least some of these things will be considered as changes for the battles in Attila. It has great potential, the problem is that little actual thought or effort has been invested in improving the combat. This may well change before release - I certainly hope it will. But with just a month until then, it feels unlikely at the same time. Revising the combat is necessary to keep a lot of players interested, as a lot of replayability value is in multiplayer battles. As it stands now, it's not even remotely on par with a game ten years old - and unfortunately, has no redeeming qualities at all in Rome 2. It's discouraging to see Attila largely keeping this design.

    Anyway, thanks for reading if you got through the wall of text.
    Campaign modder for Ancient Empires


  2. #2

    Default Re: Revise the Battles

    You seem to be mixing issues of balancing and those that are fundamental to the engine. Most of those issues can be (and are) fixed with the multitude of mods available in Rome 2. It'll most likely be the same in Attila, CA can't balance according to everyones tastes, so mods are needed to get what you want precisely.

    That is of course other than the health system, unit collision, and pushing. Those issues are pretty much fundamental to the engine at this point and probably won't be changed.

    Stuff like damage caused by charging or hitting a pike wall just requires a balance mod, and can be changed to fairly ridiculous proportions I might add https://www.youtube.com/watch?v=oimIMZHNRVI.

  3. #3

    Default Re: Revise the Battles

    Quote Originally Posted by damien007 View Post
    You seem to be mixing issues of balancing and those that are fundamental to the engine. Most of those issues can be (and are) fixed with the multitude of mods available in Rome 2. It'll most likely be the same in Attila, CA can't balance according to everyones tastes, so mods are needed to get what you want precisely.

    That is of course other than the health system, unit collision, and pushing. Those issues are pretty much fundamental to the engine at this point and probably won't be changed.

    Stuff like damage caused by charging or hitting a pike wall just requires a balance mod, and can be changed to fairly ridiculous proportions I might add https://www.youtube.com/watch?v=oimIMZHNRVI.
    You're mistaking here, this topic doesn't concern specific balance but instead how the combat is designed. As I see it, those are two separate things. You can balance (the product of) a combat system in a variety of ways, but you can also change the combat system itself and get a new set of ways to balance the new system. The health is not an issue with the engine, but an issue with Rome 2 specifically as it was first implemented there on large scale where each unit has multiple hit points. As for some of the other issues mentioned, I think it's not so much a matter of engine restrictions as it is of neglection.

    I've already made a mod adjusting the things that can be adjusted, but that's not a solution. Mods do not solve the multiplayer issue as it stands now, therefore it is necessary that the basic combat design is executed properly. Battle pace, unit to unit balancing and other things are secondary and I would definitely agree that these can be addressed by mods to the extent at which people seek more specific and accurate experiences in their campaigns.
    Campaign modder for Ancient Empires


  4. #4

    Default Re: Revise the Battles

    It just seems to me that your complaints about the health system are more to do with the way damage is scaled. If you think cavalry charges aren't doing enough damage, just increase the charge bonus or mass of the unit. If you want projectiles to kill more units on the first hit, just up the projectile damage, or Armour penetration. The problem with the health system to me appears not to be the system itself but that it's simply much harder to balance.

  5. #5

    Default Re: Revise the Battles

    Quote Originally Posted by damien007 View Post
    It just seems to me that your complaints about the health system are more to do with the way damage is scaled. If you think cavalry charges aren't doing enough damage, just increase the charge bonus or mass of the unit. If you want projectiles to kill more units on the first hit, just up the projectile damage, or Armour penetration. The problem with the health system to me appears not to be the system itself but that it's simply much harder to balance.
    That's true - it has to do with how damage is applied. That's the whole point about the health system notes above :p

    It's not just harder to balance, it's not possible to get consistency in some regards. The system has no edge over a single hitpoint system, which is essentially what I consider a different approach and thereby combat design/system. Specific balance is a secondary thing, while damage resolution is primary and determines essentially how all the combat plays. On another note, I don't really see why you're telling me how to get certain results - as said before, I am a modder who's already released a number of battle modifications. Modding it will not fix anything for multiplayer either, as said before as well.
    Campaign modder for Ancient Empires


  6. #6

    Default Re: Revise the Battles

    Battle mechanics in ALL Total war games are inherently wrong:

    - All battles evolves arounds 40 vs. 40 units (fewer in earlier games). The side with more units will have advantage in maneuvering: 2 units of hoplites will be able to take 1 unit of Roman infantry both in front and in the rear, but not the other way around. This of course negate all differences in organization between armies of different periods: while the Classical Greek phalanx fought as one, Napoleonic battles involves hundreds of independently fighting battalions.

    - Two units once engaged will continue doing so until one side breaks. Tactical retreat is possible but AI never does it and rarely do human players. Lulls in battle, so important for reorganizing, bringing up reinforcement and ammunitions, changing battle plan etc. are simply not simulated.

    - Morale gets better and better after years but still pretty rudimentary in my eyes. Killling, not breaking enemy's will, is still the way to win battle.

    - Cavalry fighting is poorly depicted. Melee fighting between cavalry and infantry was very rare. Cavalry won battles by their devastating charges, and infantry triumphed against cavalry not by killing them but by withstanding their charges and not lose their nerves.

    With so many things wrong, I consider Total war games no better than Hollywood movies, i.e. purely for entertainment. Thus it's not a surprise that I'm more lenient to CA's fantasies than some people here in the forum.

  7. #7
    Abdülmecid I's Avatar ĦAy Carmela!
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    Default Re: Revise the Battles

    Quote Originally Posted by RGA View Post
    - Two units once engaged will continue doing so until one side breaks. Tactical retreat is possible but AI never does it
    That's incorrect. I'm not sure about the vanilla, but in the last two mods I played, SS (M2) and IB (R1), the AI did withdraw temporarily, regrouped its units and then attacked. I've seen that with infantry and cavalry. Porbably the reason why this is happening very rarely is that the player usually envelops the enemy soldiers, who either rout ot get killed, so they don't have any chance to withdraw. The best way to test that would be a custom battle, with your unit slightly superior to the AI's.

  8. #8

    Default Re: Revise the Battles

    Some fair points, RGA. You're very right about the organization of armies and units and the fact that TW games don't accurately depict that and how it would vary depending on era and culture, but instead keeps a very homogeneus design across all games. A supply line system of some kind would be very interesting, but then again it's suited for a slower pace which understandably CA aren't going for. Units respond too quickly to orders as well, and there is no accurate chain of command structure represented in battle. On the other hand, things like that would not necessarily make for better gameplay - but it would absolutely be interesting if CA were to approach these battle dynamics.

    In any case, I think they should try to design the battles to have an authentic feel around them, utilizing the things battles already can represent in the best way possible. Just neglecting that part because there are certain other dynamics the battles currently don't include, is not the way to go.
    Last edited by Sheridan; January 19, 2015 at 09:04 AM. Reason: Spelling
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  9. #9
    Imperator Artorius's Avatar Miles
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    Default Re: Revise the Battles

    Fair points raised but I have a bigger issue with the battles generally in total war and that is the scale vs detail balance and lack of overall progression in the last 10 years. Since Rome I, its fair to say there has been a massive graphical leap as one would expect, and as such the detail of the individual soldiers has also massively improved.

    However, in my opinion the scale of the battles hasn't really changed at all in the last 10 years, its still roughly 2-3,000 men (depending on unit sizes and proportion of cavalry, artillery etc) at each other for the most part, with larger battles sometimes occurring if reinforcing armies are nearby. Of course, Rome I and Medieval II limited the amount of units you could have on the battle map at the same time so if you had reinforcing armies it was really just a series of separate battles without a loading screen in between.

    Naturally, pitched battles of historical proportions with the current level of detail would be utterly unplayable for most if not all users and would at best be a slideshow in terms of fps. So obviously a balance has to be struck between scale and detail and to me CA have clearly favoured detail over scale. For example, we get battles of the same size that we had 10 years ago but we do get motion captured duels. Duels which incidentally make battles feel less like battles i.e. dynamic and more like watching a massive auto-calculation.

    I for one, would be far happier with RTW graphics and animations if it meant we got battles of say 50,000 vs 50,000 at a smooth frame rate. Of course if we were to go down the scale route this would likely mean reworking path finding, obviously the size of battle maps for field, siege and naval battles. The battles would also be much slower, with a greater emphasis on fatigue and ammo management, maneuvering and timing, aka more tactical. After all, what sets TW apart in my mind are the battles and these are what I'm primarily interested in.

  10. #10

    Default Re: Revise the Battles

    This is an excellent post and I agree completely. The OP clearly has played Total War for a long time.

  11. #11

    Default Re: Revise the Battles

    Quote Originally Posted by Sheridan View Post
    The health system is undoubtedly what must come first on this list. It is one of the single most apparent changes from previous games and has had a very real impact on how battles are played - and so not for the better. The bottom line idea sounds fair enough, soldiers have a little variation in how many hits they can sustain before getting knocked out of combat. Elite units typically have more health, while more basic units have lower health. There are numerous problems with this concept though, both on the theoretical part as well as the result it has on battles. To get to the point, I'll only address the latter of the two - the combat impact it has, because that's what matters the most.

    You do not have to look for very long in a battle to notice what effect charges in particular have on units. Not uncommonly, a cavalry charge will inflict little to no casualties on decently armoured units. In turn, the cavalry will suffer no casualties at all, be it a very light or very heavy unit. Suffice to say, there is something fundamentally wrong with this. It gives the impression that forces are not involved and makes units and their actions feel very abstract. I'll give you another two examples on this matter. Infantry charging right into a pike wall renders no casualties whatsoever, for the attackers. Perhaps the single most disturbing scenario - which happens to be one of the most frequent ones - is how projectiles are not sufficiently deadly to take down soldiers on the first volleys. They may take out very scarcely armoured soldiers by the first volley, but will not do so against other, more common units. Instead, casualties very quickly mount over time and after perhaps a third of the ammo has been spent, a missile unit will start dealing reasonably consistent - and extremely high - damage. Up until that point, the casualties taken are very inconsistent. Just like with cavalry charges, it makes projectiles feel abstract, even as though they aren't initially there. It also has a serious impact on the balance.
    This is a great point about the health. You should see units dying in the first clash or the first volley of arrows. Of course better armored/stronger units will have less casualties but this should not mean that we don't see any deaths during initial combat engagement.

    I am out of my depth here so please feel free to correct me if I am wrong. It sounds like in R2 each individual soldier has a certain health (which my have some variability). Wouldn't it be better to have some sort of system that has a "unit health". Where for example, for every x health lost you lose a soldier in the unit? From my thinking this would help this situation greatly and should help with this problem.

  12. #12

    Default Re: Revise the Battles

    Thanks, appreciate your kind words.

    WarriorPrince, on your unit health idea, how successful it would be would depend on how great damage weapons would inflict basically. In essence though, I think it would be difficult to translate over to a combat scenario since (random?) soldiers would drop dead as a result of for example missile volleys. So what I mean to say is, since health wouldn't be directly tied to an individual soldier, it would perhaps be difficult for the game to locate the area or specific entity that has received damage by an enemy. In any case it would help adding consistency and promote more combat dynamics, if done right.

    The single hitpoint system has proven a great way of dealing with damage in the past, and I think it would be good to continue on that path. It allows for all combat dynamics to be represented without compromising on any end. It also makes for very interesting battles, where you have to consider things like mutual damage in charges (something that gets further prominent if trying to use cavalry on well-equipped spearmen).
    Campaign modder for Ancient Empires


  13. #13

    Default Re: Revise the Battles

    Sheridan, you raise some good points about my unit health idea, which now you have mentioned make it seem like not the best idea ever

    With the single hitpoint system how do you create the difference between weak vs. strong units? Is there some kind of modifier that adjusts the chances to land a succesful hit? For example a more elite unit would have a greater chance to score a hit and therefore would be more likely to eliminate the hitpoint and therefore the enemy soldier.

    Sorry if this is off thread topic a little bit. I am just quite interested in how this could be done as I find the lack of deaths in combat engagement a bit annoying.

  14. #14

    Default Re: Revise the Battles

    No no, that's fair enough questions.

    With a single hitpoint system, you treat every soldier as equally vulnerable to damage. The difference between unit hit chances is prominent in their relative melee attack and defense values - the greater, the more likely they are to inflict a hit respectively avoid getting hit, and you would want to give trained units higher values. Armour is of course still a very decisive factor, it doesn't prevent hits, but it has a certain chance of nullifying hits as "non-lethal". So the discrepancy between elite and regular units is still very much there, but they are treated as largely equally vulnerable to the many dangers in a battle scene, where the difference depends on how well-trained, armoured (by extent heavy) and disciplined troops are.

    Besides of checking previous games again, you can try "Para Bellum", it's a modification that has re-implemented this sytem. It'd give a fair idea of how battles look and feel with it in place, and how this could be the case for Attila and future titles as well.
    Campaign modder for Ancient Empires


  15. #15

    Default Re: Revise the Battles

    Thank you for taking the time to explain! That makes a lot of sense and also seems quite realistic. It has always been a slightly odd mechanic in a lot of games for someone to have more "health" than another when we are all vulnerable to the same things!

    I will definitely try out that mod, thank you for the recommendation. Hopefully sometime in the future CA move back to this single hitpoint system.

  16. #16

    Default Re: Revise the Battles

    Interesting thread and rep to you OP for giving combat the thorough discussion it needs.

    Having read your points it sounds like a return to the single hitpoint system is the way forward.

  17. #17

    Default Re: Revise the Battles

    Just wanted to say that the thread is restored, so perhaps we can continue the discussion in some way. Especially now that there is new battle footage from the latest rally point.
    Campaign modder for Ancient Empires


  18. #18

    Default Re: Revise the Battles

    Quote Originally Posted by Sheridan View Post
    Just wanted to say that the thread is restored, so perhaps we can continue the discussion in some way. Especially now that there is new battle footage from the latest rally point.
    From what I have seen of the footage the speed seems too high, which is very surprising after they ended up slowing it down in R2.

    It also seemed like units would rout more quickly. This is a plus for me, rather than units fighting to the death. It is hard to tell whether this is from a lower base moral or a greater need to have your general near by to keep units in line.

  19. #19

    Default Re: Revise the Battles

    The pace wasn't too bad in Rally Point 24, the battle acually lasted for quite a while. That said, it didn't look particularly fun overall. There's that lack of presence again, which I guess is a result of the new icons, camera and the mechanics. It's not like a battle in the previous games where it felt as though you were basically there and everything had consequences.

    Morale, on the other hand, is looking more interesting in Attila. Definitely agree that it's a plus, since it provides the player with more opportunities to manage troops in the battle.
    Campaign modder for Ancient Empires


  20. #20

    Default Re: Revise the Battles

    Quote Originally Posted by Sheridan View Post
    The pace wasn't too bad in Rally Point 24, the battle acually lasted for quite a while. That said, it didn't look particularly fun overall. There's that lack of presence again, which I guess is a result of the new icons, camera and the mechanics. It's not like a battle in the previous games where it felt as though you were basically there and everything had consequences.

    Morale, on the other hand, is looking more interesting in Attila. Definitely agree that it's a plus, since it provides the player with more opportunities to manage troops in the battle.
    The new icons are a huge blow to the immersion you want from a battle. I really don't like the look they have gone with, it seems they have been made this way to be easier to select, but they distract from the actual battle. I am sure this can always be changed by a mod, but it is a shame they have chosen this design in the first place.

    Morale is looking much more like I hoped it would be in R2! Like you said there will be more opportunities to manage troops to keep morale in check, I hope this translates to a bit more fun while playing battles.

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