Kyuwuw wrote:Why is the hit accuracy for enemy and ally something around 10 or 20%?
It just unnecessarly drags out the encounters, even more since you don't have any skill so it's enter spaming.
I've been annoyed by this also. I'm interested to consider remedies to this but let me explain why it's like that currently.
Mechanically it's important for attacks to have a significant miss chance for the sake of variability in outcomes of combats. I want even 1 orc girl to potentially be able to provide a challenge to the player rather than letting them be confident they can predict an outcome. By the numbers 2 guards should defeat 1 orc however there is variability sufficient to cause defeat maybe 5% of the time. Not so much that a full party may lose but that the player must make decisions like 'That fight went bad. Maybe I should rest even if it is a waste of food?'
I'm considering giving all the mercenaries moves but I don't think that will be interesting. Unless they all have many moves, that are more or less useful in different situations to allow tactical thinking, all that has happened is that there are more button presses between you and the 'power attack' ability. I don't think I want to have such complexity to the combat encounters, I'd prefer the decision making be made outside of combat at the stage of deciding who to hire and what to do outside of combat while on the road.
My current line of thinking leads me to two solutions.
1. Make the attack button cause all mercenaries to auto attack so that a single button press will resolve a round.
2. Increase the number of varied non-combat encounters where tactical decisions need to be made by the player e.g. gain HP vs gain moral, lose moral but gain a mercenary, or some other trade off.
To this second point I am not having enough ideas for encounters with impactful decisions. If you, or anyone, has suggestions for encounters, vorish or not, which they think would improve the game please state them. I'm particularly interested in difficult dichotomy encounters/decisions like you see in the game 'Faster Than Light.' Also if you have any suggestion for making combat more interesting I'd like to know it.