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71 votes
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What is the design rationale behind melee retaliations in turn-based games?

Melee counter-attack is an easy way to make ranged attacks valuable. Do you build and use units that have strong melee attacks but die more easily because they're in melee or do you use units with ...
Sean Middleditch's user avatar
15 votes

What is the design rationale behind melee retaliations in turn-based games?

It's a basic question of a certain type of "realism". It's hard to imagine getting a melee hit in on an enemy and them not getting involved at all, because you have to very close to them to hit with ...
Almo's user avatar
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15 votes

What is the design rationale behind melee retaliations in turn-based games?

I am currently developing a turn-based strategy game. There are (overly simplified) two kinds of units in the game: sturdy melee damage sponges and fragile ranged damage dealers. The player is ...
Philipp's user avatar
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8 votes
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In tactical combat games, why does shooting end your turn?

Pacing One standard rule not just of game design but of any form of entertainment is to aim for an engagement curve which slowly builds up excitement and then relieves the tension at the peak point. ...
Philipp's user avatar
  • 120k
6 votes

Is my skill tree possible, balanced, or even a good idea?

Of course it's good for you to have this tree, but what I see from this is that you are aiming too high! As a beginner developer you might just get stuck. Trust me it happened to me many times and I ...
Joza100's user avatar
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4 votes
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How do i make turn based combat with 10+ players work?

You should not force players to make their moves under duress by giving them a ticking down countdown timer. A reasonable time limit might not be a bad idea to prevent AFK players from ruining ...
Philipp's user avatar
  • 120k
4 votes

What is the design rationale behind melee retaliations in turn-based games?

You add additional depth by mixing 2 existing systems. System 1: Combat can be initiated from either side, winner is determined by stats and luck. System 2: Only the one initiating combat deals ...
Peter's user avatar
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4 votes

What is the design rationale behind melee retaliations in turn-based games?

I think the rationale is pretty simple. A melee or a close quarters attack is a immediate threat to your survival fail to counter and your dead, or running for your life. Going into a melee is a two ...
joojaa's user avatar
  • 399
4 votes
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Turn Based Game - Best approach for Server communication. TCP/IP or REST API?

First of all, 65000 peak current users is quite a lot. Many games don't even get near that number. Looking at the current player stats on Steam, there are just 7 games which broke that limit today. ...
Philipp's user avatar
  • 120k
4 votes

Are delayed abilities bad in turn-based strategy games?

My stance is there aren't inherently bad mechanics. Different mechanics appeal to different people. However, it sounds like that particular set of play testing might have found a disconnect between ...
Pikalek's user avatar
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3 votes

How do I implement Pokemon-style moves?

An alternative to every move inheriting from an abstract class Move, you can instead use interfaces in C#. This has the advantage of allowing your move classes to be more flexible while still sharing ...
Varisius's user avatar
3 votes

How do I implement Pokemon-style moves?

I see no other solution that having distinct 'moves' that are implemented in some mechanism that allows the 'owner' to invoke them without really knowing what those moves are. However, it is unclear ...
Steven's user avatar
  • 3,062
3 votes

What is the design rationale behind melee retaliations in turn-based games?

It gives turn based games a component of "realtime"-realism. In real battle you seldom can attack an enemies army without him fighting back at all, especially at close range. This is why everything ...
HopefullyHelpful's user avatar
3 votes

Is my skill tree possible, balanced, or even a good idea?

Often games tend to prefer single class focus, as you described for your end game, however from a user perspective consider this: Warrior beats stealth beats mage beats warrior I'm playing your game ...
Ahddib's user avatar
  • 31
3 votes

In tactical combat games, why does shooting end your turn?

Allowing a move after an attack lets you aggro an enemy then dash out of its range / behind full cover where your unit is no longer at risk. It's a safe but dull strategy that avoids the drama of ...
DMGregory's user avatar
  • 135k
3 votes

How can I make a computer opponent for my board game?

You might be able to apply the minmax algorithm here. It can be applied to any turn-based game without information hiding, no randomness and a small number of possible moves each turn. The only thing ...
Philipp's user avatar
  • 120k
3 votes
Accepted

How to calculate Chance of Success in a turn-based battle with chance to hit and damage roll + damage modifier?

I ended up calculating it as @Zibelas suggested: simulating 500 battles and then getting the percentage with this formula: $$\text{Probability} = \frac{\text{Favorable Outcomes}}{\text{Total Number of ...
ireth92's user avatar
  • 81
2 votes

How to design the AI for a board game like Risk?

Risk has too many potential moves and too many potential outcomes per move to have a Chess-like AI be effective. You don't need to consider every possible move, and you don't need to do look-ahead. I ...
Dronz's user avatar
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2 votes
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Turn-based browser game

Unless you expect to have millions of concurrent players, I don't think you have to worry about inherent performance differences of languages or technologies. That is even more true since your game is ...
Christian's user avatar
  • 2,067
2 votes
Accepted

Pokemon Artificial Intelligence

First off, I want to say that this particular case can be approached as a generic AI problem and solve it by training a neural network that has for input layer whatever information is relevant in the ...
Theraot's user avatar
  • 27.2k
2 votes
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Let both clients know of complete game-state in turn-based game?

This is not safe. As soon as you let client know something, consider the player knows it too. Even if the information is hidden from players view in GUI, it can be more or less easily extracted from ...
Kromster's user avatar
  • 10.7k
2 votes

Is my skill tree possible, balanced, or even a good idea?

All of this is definitely possible, in fact it sounds somewhat similar to the leveling system in DDO (Dungeons & Dragons Online). As Joza100 said though, this is a lot for a beginner, and you ...
user115223's user avatar
2 votes

Are delayed abilities bad in turn-based strategy games?

There are a few problems which can arise from abilities which require a preparation time. They unnecessarily draw out combats which are already decided. Let's say the player has a completely ...
Philipp's user avatar
  • 120k
2 votes

Balance advantage of having the first turn

How to balance the advantage of playing first or second is hard to address in general. It would largely come down to looking at the mechanics of your game, considering possible ways to benefit a ...
Bernhard Barker's user avatar
2 votes

How to calculate Chance of Success in a turn-based battle with chance to hit and damage roll + damage modifier?

I started looking for a more deterministic way to compute this, without relying on Monte Carlo simulation, gathering statistics of a sample of randomized battles. It's a bit of a long road showing how ...
DMGregory's user avatar
  • 135k
2 votes
Accepted

Where to put data/values of Status Effects... in Status effect object or just reference from Ability source?

The main difference will be in cases you have buff/ debuffs. A self buff that increases your damage by 50% for 10sec would with the first model not care when you hit the enemy with the poison - as ...
Zibelas's user avatar
  • 4,346
2 votes

In a tile based game, with units that can move a specific amount per turn, how do i make my pathfinding avoid damage unless it is the only valid path?

I think the easiest way to do this is to do two passes of pathfinding. First, treat any path that would cause damage as being impassable. Try to solve the path, and if you exhaust your set before ...
GaleRazorwind's user avatar
2 votes

In a tile based game, with units that can move a specific amount per turn, how do i make my pathfinding avoid damage unless it is the only valid path?

If you want to be able to distinguish not only no damage/ some damage but also find the lowest total damage possible then I think you need to add weights to the paths between neighboring tiles. So if ...
quarague's user avatar
  • 129
2 votes
Accepted

In a tile based game, with units that can move a specific amount per turn, how do i make my pathfinding avoid damage unless it is the only valid path?

It sounds like your game is turn-based, so there will be a movement phase where you get to use up a certain number of movement points or move a certain number of tiles. And it sounds like for the ...
Jason Goemaat's user avatar
1 vote

Is my skill tree possible, balanced, or even a good idea?

I like the idea of forcing a player to respect and think things through. Pardon my long answer, but it details examples, and also your q was long. Anyways, You can do a rock paper scissors setup. ...
sdhy's user avatar
  • 61

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