Galdred
Studio Draconis
As I am working on the strategic layer for my own game(tactical RPG with a strategic layer), I was wondering how RPG handled mass battles.
- NWN2: OC and Dragon Age (Awakening and origin) have them as a serie of quests (I think in DA:Awakening, what you do before the battle itself does impact the outcome of the battle), but what I am looking for is a "battle subsystem".
- Several tactical games have mass battles with heroes, but no "party RPG" (Ogre Battles, Langrisser, Dragon Force, Age of Wonders, Sword of Aragon, Kohan, HOMM, Eisenwald ...)
- Birthright and Kingdom Under Fire use a completely different system for battles and adventuring(which makes them feel like 2 separate games)
- Disciple of Steel also has a separate battle subsystem, but I have not tested it.
- Mount and Blade uses the same system for large battles and small skirmishes, but it might not translate too well to a turn based RPG. That said, I think it is the one that works the best as it makes your actions really matter, but only as part of the larger picture, as troop quality and number play a very important role (you can even make a playthrough as a tactician who stays in his tent and autoresolves everything).
- Spellforce also uses the same system for both party battles and mass battles, but I don't really think the classical RTS part works too well in this context.
Some older games had text based mass battles that integrated well with character centric actions (King of the Dragon Pass, Lords of Midnight).
Which one did I miss, and which system do you think works best to make the player feels like his actions matter, without making the whole battle about the player actions?
- NWN2: OC and Dragon Age (Awakening and origin) have them as a serie of quests (I think in DA:Awakening, what you do before the battle itself does impact the outcome of the battle), but what I am looking for is a "battle subsystem".
- Several tactical games have mass battles with heroes, but no "party RPG" (Ogre Battles, Langrisser, Dragon Force, Age of Wonders, Sword of Aragon, Kohan, HOMM, Eisenwald ...)
- Birthright and Kingdom Under Fire use a completely different system for battles and adventuring(which makes them feel like 2 separate games)
- Disciple of Steel also has a separate battle subsystem, but I have not tested it.
- Mount and Blade uses the same system for large battles and small skirmishes, but it might not translate too well to a turn based RPG. That said, I think it is the one that works the best as it makes your actions really matter, but only as part of the larger picture, as troop quality and number play a very important role (you can even make a playthrough as a tactician who stays in his tent and autoresolves everything).
- Spellforce also uses the same system for both party battles and mass battles, but I don't really think the classical RTS part works too well in this context.
Some older games had text based mass battles that integrated well with character centric actions (King of the Dragon Pass, Lords of Midnight).
Which one did I miss, and which system do you think works best to make the player feels like his actions matter, without making the whole battle about the player actions?
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