Tuesday, June 11, 2013

Initiative order options

This is in association with my main post about Orchold
http://gamedesignproj.blogspot.ca/2013/06/orchold.html



There are a good number of ways initiative has been done in turn based games, here are a few ideas We've been considering for this game:




Method 1: Team 1 moves, then team 2 moves:

This method is pretty straightforward and easy for new players to pick up, it is also allows the player to move as many troops as they desire each turn with ease.  It however cannot reward a high initiative nor give units buffs/debuffs to initiative without giving more or less actions in a turn. 
This method also either gives the player a large advantage (if they move first) or a large disadvantage (if they don't).  Thirdly, it's not exactly natural/realistic.

Example game using this method: Fire Emblem

Method 2: Each unit rolls initiative individually, and acts on its own personal turn

This method is very simple, rewards units appropriately for having a good initiative and is extremely flexible in terms of giving units buffs or debuffs to init, but is unwieldy if a player doesn't want to move a large number of their troops -> having to end each unit's turn individually. This method can allow units to delay until before or after any other unit, to allow the player to set up powerful combinations to unleash on an enemy, or to take turns as quickly as possible to cut down foes before they can get a chance to act. 

Example game using this method: Radiant Historia (with a slight twist)

Method 3: Each turn, the player (or opponent) chooses X number of units to move

This method is simple and allows the player choice, and is a method that essentially begs the player to weigh each move and make sure they make the best choice.  It however is unwieldy, not granting bonuses for initiative, not scaling well to larger scale battles and often results in a number of units sitting around for numerous turns doing nothing, very unrealistically (have you ever seen someone just standing around in the middle of a battle for an extended period of time?). 

Example game using this method: Chess

Method 4: Each unit group rolls initiative individually, then initiative proceeds similar to method 2.  

 The difference between this and method 2 is that in method 2, if there were 4 footmen on the human's team, they would all roll initiative and act separately.  In this method only one roll is made for all 4 footmen, then the human player can choose to move all 4 of the footmen when it comes to their initiative.  This is a slightly more complex initiative idea, but still remains fair and rewards high initiative units with acting first and/or more often then low initiative units, but it's hard to grant specific units bonuses to initiative -> if only 1 of those footmen gets a +5 bonus to init, he would have to break off and create his own group, if 1 of the others got hit with a slow for -3 init/turn, they would also have to break off.

Example game using this method: Dungeons and Dragons (Although it officially uses method 2, it usually boils down to using this for all the groups of NPCs)

Method 5: Each unit rolls initiative individually, then groups of like initiative rolls are put together, allowing them to be moved in any order

There would be a finite number of initiatives that could be rolled, such as all integers between 1 and 8, when it comes to the next number, the player could move any/all units at that initiative in any order or individually/group delay their actions to a later initiative number.   This keeps granting bonuses units with good initiative, while remaining flexible to buffs/debuffs, and gives the player the option to quickly end to turn of a number of units at the same time.  With keeping the number of initiatives that could possibly be rolled finite, it should scale up to larger battles well. 

Sorry guys, no example game with this, I made it up myself and haven't yet found a game using it. 

Please discuss, I'd love to hear your opinions on what would be best.

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