Tacticular Cancer: We'll have your balls

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Game News Ash of Gods: Redemption, a lavish-looking Banner Saga-like, now on Steam Greenlight

Discussion in 'RPG News & Content' started by Infinitron, May 8, 2017.

  1. luj1gender: ⚧ Savant

    luj1
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    I like Fire and Ice too
     
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  2. Junmarkogender: ⚧ Arcane Patron

    Junmarko
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    Bubbles In Memoria Pillars of Eternity 2: Deadfire
    :mrpresident::takemymoney:
     
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  3. skystgender: ⚧ Savant

    skyst
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    We get it, you hate Banner Saga. There is plenty to be critical about with the game, but you're flat out wrong about the tactical merit. You should really try playing it (or on a difficulty above easy) before talking about something that you're clueless about. It begins quite simple but as another poster pointed out, it gets very intense in the later half of the game where you are vastly outnumbered in nearly every combat and must rely on positioning and utilization of the skills of a large roster of unique characters to have any hope of success.

    A claustrophobically small, square grid battlefield does not necessarily produce a tactically limited game. Chess works pretty well without hills, barricades and shit.
     
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  4. oasis789gender: ⚧ Arcane

    oasis789
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    I've written enough about what I think of banner saga's combat in the banner saga thread(s) and it's only relevant here insofar as ash repeats their mistakes. If ash doesn't, great. But that's not obvious in the pitch above.

    These are non-self-evident statements that require elaboration.
     
    Last edited: May 11, 2017
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  5. Sneaky Sealgender: ⚧ Aurum Dust Developer

    Sneaky Seal
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    Well, let's start with the combat and break it down in 2: the battlefield and the ruleset.

    For the battlefield - square-based grids are traditional for jRPGs, such as Fire Emblem and Shining Force. It forces you to utilize unit positioning, blocking pathways and keeping formations (partially by not having attacks of opportunity). Chess do that as well I guess. So it's not that it's bad - it is more about the preferences, some might like it and some don't.

    As for the ruleset - it's also reminiscent of jRPGs in its simple stats, but we did try different things and ended up with a somewhat unique system (here's the long version https://ashofgods.com/news/new-approach-to-turn-based-strategies/). Here are few of the features:

    1. Each unit has only 3 parameters: HP, MP, and Attack.
    2. There are no max values, so during the encounter you can heal a 10 HP unit up to 35 or anything higher (so you can have a unit in the back you constantly heal that later on will havoc the field).
    3. Most of the attacks can be aimed into either HP or MP (so you can beat skill-based units out of MP and render them useless).
    4. Powerful attacks cost HP, so you have always to weight out the risks of using a particular skill during your turn.
    5. Rounds go asynchronically (1 round consists of several turns, enough to use each of your units once. If you got a smaller party - you will reach rounds 2, 3 and so on faster).
    6. You'll have a hand of 5 cards (which are sort of like magic) that you will be able to use on the corresponding rounds.

    All this comes together to a fun combat system, that requires a lot of thinking and decision making on each turn, with lots of ways each battle can roll out and possible outcomes. You can try it out yourself here http://game.aurumdust.com/. You can either play against yourself in 2 tabs or PM me so we can set up a time. In the end you might still not like it, but then I guess it's just not your thing.
     
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