I too toyed with the idea of using a similar system, but I renounced for the same reason you didn't go with hexagons. I wanted to have something like an "initiative bid" with each character bidding a negative modifier to all of his actions in exchange for better initiative (a bit like the dueling system in the pen and paper RPG Legend of the 5 Rings).
Initiative bid sounds like an interesting idea for sure, I have not played with such a system before, I will read up on Legend of the 5 Rings sometimes! The basic design idea for Slaves of Magic delayed turn-based system was that I wanted to represent the stereotypical David vs Goliath, agility vs strength combat more mechanically, rather than just one unit has more dodge, the other has more health (and/or armor). I wanted it to be a different playstyle as well, not just 2 combatants in melee range choosing to attack each other. The core idea is that I wanted to see combat movement between already engaged units, especially from agile fighters, and this was the system that I felt that can archive it the best. But this is definitely uncharted territory, with not many examples, so that was one of the reasons this alpha demo exists. I wanted to see if there are other people out there who would find this system interesting.
I think it is still a bit weird, as the most obvious way to disengage would be to make one step back, but having separate move and facing options may add too much UI clutter.
I like dodge moving you to another tile (it reminds me of Cards Hunter).
I agree that it is not exactly "natural" that you need special training to be able to disengage slowly. This was something I decided that it will work this way because of gameplay reasons. As you mentioned as well that implementing movement with user decided facing without a lot of UI clutter would be hard from one hand, and from the other hand, this gives me a good mechanic to punish disengagement without using things like attacks of opportunity.
Btw, how will the overworld work? Will it be inspired by XCOM?
Now, for the overworld part, I can give you my design goals, but it will be my first task of the new year to really design and implement a prototype so this will be just really high-level stuff. Here, I really disliked the Firaxis XCOM approach. The aspect I did not like about them is that I felt that the invasion was just window dressing, and I was just choosing from 3 random missions. I did not felt that it was a "simulation of an invasion", as in, the aliens have an actual plan to which I had to act on and disrupt. In this regard, I think the original XCOM was better. Luckily, these things were vastly improved in the long war mod for Firaxis Xcom. So, the first design goal is to have the invaders with a clear goal (to the player), and they will act to fulfill those. And the player will not "passively" gets random missions, but the missions will be based on the invader's actions, which the player should be able to interrupt/slow down.
Another thing that is mentioned a lot for the Firaxis XCOM games is the reverse difficulty curve. My idea to solve this issue is that the player will have access to "higher level" missions from the get-go, and will have access to the low-level stuff as well later on in the game. Of course, the higher level missions will be more impactful, either for the resource side of things, or they will be a lot more impactful on slowing down the invaders. So the player will be able to decide how much risk they are willing to take, but he will be incentivized to take as much risk as he can handle. This means that I will of course needs to be very transparent about the difficulty level of the different missions so the player can make informed decisions.
We will have research for armor/weapons/skills, and some sort of resource to manufacture, and use these.
Now, I do have some ideas in my mind about how to reach these goals, but I would not go into it till I did not flesh them out a bit more. But I will surely write about it when I have a presentable concept!
It was one of the issues I had in the beginning indeed. Trying to port X(-)COM directly didn't really work.
But it doesn't need to be too melee focused, because there are other things that don't work too well then:
Camping doorways gets stupid without ranged or magic options (like the early Total War bridge battles).
That said, I now see it as a strength of the settings: Changing the amount of magic and ranged units available totally changes the combat.
Agreed, camping doorway is a very real problem :D . Right now we tried to design buildings in such a way that it has multiple entrances and windows from which it is possible to shoot inside to give options against turtling. Another thing is to give goals to the player which are not possible to do with turtling. For example in the demo, you can turtle which is safer, but if you take too much time, you will have a hard time escaping because of enemy reinforcement.
I agree with what you said about the setting. What I really meant is just really a "warning" to the players to not expect an exact replica of the feeling of the combat of XCOM.
Let's hope it doesn't include cool-downs...
Uh oh well... :D . Out of curiosity, what do you think are the problems with using cooldowns as one of the balance mechanics?
Would it be possible to change "wait"-command so that unit would stay put for a set amount of time (for example player could command unit to wait 50 or some other amount of TUs) or until unit sees an enemy?
Now, this was something that I was very on the fence (I mean about implementing a wait command where the player can set the exact time to wait). There was 2 reason why in the end I chose not to implement it.
- Firstly, it kinda breaks the uniform way skills are used. No other skill needs numerical input to use, and at the very least feels very un-elegant from UI perspective I think.
- Secondly, and this is the more important one, is that I do not want to encourage the player to micromanage wait time. Instead, I'm trying to see the usual cases when the player wanted to use wait precisely and try to solve that situation so that the player does not need to. For example, if you have an enemy that is going to step into melee range, and you want to attack it, but your attack would be faster than the enemy arrival time you don't have to use wait just attack the tile anyway. I'm automatically slowing down that attack to the exact moment the enemy arrives at the tile so that you will hit him (this is already how it works in the demo).
The other idea, to have separate wait command which will interrupt if seen an enemy is an easily implementable idea if this is something which would be commonly used by players.