Galdred
Studio Draconis
What do you guys think of the initiative system for this game?
I am still hesitant about which to use in my game. I think maneuvers are easier to coordinate with full IGoUGo, but alternating initiative phases make it less likely that one side is totally wiped out before it can act (like in nuXCOM, and to a lesser extent OG X-COM).
Do they use an initiative check, or is it round robbin like in D:OS2?
I think it's bad but they had to do it because their soldiers have no attributes, they had no choice.
Please, get a full character creation system with attributes and perks on top of combat skills.
Why not taking a look at the Colony Ship demo for some inspiration instead ?
My problem is that initiative makes even less sense in large maps (where not all characters are present in the same room). Also, the goal is to de-emphasize alpha strike, not to tie it to some stats.
Also, I prefer if you can choose the order yourself, so if I were to make it stat based, I would base it on the commander's tactics skill, and not on the individual units (and have the leadership roll affect how "slots" are shared between both teams).
Even nuXcom would be terrible with individual turns. It does not work on bigger maps. It works well on these small maps with puzzle like design of encounters and abilities.Individual turn order is good when you have a small number of units, like in most RPGs. With too many actors it gets overly finicky. The original X-COM would be a nightmare with individual turns.
It worked rather well in Final Liberation actually (and its TT inspiration, Epic 40K), but you could choose each turn who would go next (and there was a tactics skill to retain initiative, and maybe to skip turn in Epic: Armageddon).