Like it's that easy...
Ok, I won't argue with this formula (I do love turn-based combat with action points), but there are some specific things I'd like you to consider:
1)
More tactics, more attention to combat environment. For some reason, most games never use the terrain / environment in combat. At most, some allow using it for cover. Distances mean nothing beyond weapon range and movement AP cost. Formations never matter beyond protecting "weak" party members from direct assault by blocking the way with "strong" ones' bodies (oh, and an occasional "flanked" status). In AoD, even cover often doesn't work because it's randomly "transparent" for projectiles for no apparent reason (e.g. a tent near entrance to the "old facility", or wall twists and neighbouring rooms in the monastery). If you add party, you'll definitely need to do better than that. And maybe try adding some contextual formation bonuses/penalties (e.g. for fighting back to back, shoulder to shoulder, back to the wall etc). More active abilities would help too, although I'm not sure what they might be in a no-magic setting - maybe more different traps and throwables?
For me, the best example of turn-based tactical combat lately is Divinity: Original Sin. It executed many "classic" ideas beautifully and added lots of originality, and the result is so good that I just can't remember the last time I enjoyed a turn-based combat so much. Definitely worth looking at for some inspiration, even though it's traditional high fantasy with magic.
2)
More freedom. Combats in AoD are very "staged". While that's good to avoid filler combat, it also removes many tactical and other opportunities. You can't start combat from an exact spot. Even if you are 100% sure that there are thugs waiting for you behind a door, you can't just open it and attack immediately with your ranged weapon - no, you need to obey the script that puts you 2 or 3 cells inside, next to one of these thugs, and then spend a turn or two running into a corner and throwing liquid fire to keep them at bay. Sometimes you are offered to "attack from a distance" by a helpful script, but that's it - you still have to trust the designer's choice of exact initial position. I dread the day when the same will apply to a party...
Running away should be an option too, at least sometimes. I won't mind if some enemies will be able to follow, though. Or perhaps lay low and ambush you again later, when you think you've lost them.
3)
Less random. Maybe it's just me, but I'm absolutely tired of fighting against the RNG. Even with 10 in a weapon skill, AoD can sometimes put you against a dodger with 15% chance to hit him. 50%-60% hit chances are pretty common (at least for a crossbowman). And getting 4 good shots in a row (which is sometimes critical for your survival) turns out to be next to impossible with any amount of save scumming even if all the hit chances are around 80%. Fixed 25% miss chance with a bola to the head is something only a crazy ironman would tolerate when bolas are in such a short supply. Especially when you don't have AP for a second attempt, and the enemy you've just missed is surely going to kill you next turn.
And then there are "special" items (nets, bombs, liquid fire), which can only miss due to a trajectory/collision bug. This mix of extreme randomness and guaranteed success feels really weird to me. I'd love to see something more balanced - not in terms of challenge and realism, but rather tactical playability.
Perhaps it might benefit from some kind of "effort" system allowing you to boost your hit/dodge/block chances at specific ("critical") times by willingly sacrificing something that's not easy/quick to replenish (to keep it balanced). Seems to be in line with the "tradeoffs" idea.
4)
AP conservation / action continuation? In AoD, if you use a scoped heavy crossbow from a distance (6 AP snipe, 6 AP reload), having anything except 6 or 12 AP per turn makes absolutely no difference. If you don't have 12, you won't be able to shoot more often than once per 2 turns, despite 9 AP over 2 turns being mathematically enough for 2 shots and a reload in between (9+9=18=6*3). Extra movement is not that important most of the time, because either the enemy is too far anyway, or he's already reached you and running a few cells away will at most save you from one attack (but probably replace it with a free one for disengagement).
This is just one of the many obvious examples. What I'd like is to see some mechanism of putting these spare AP to good use - either by conserving some of them for next turn (the "easy way", D:OS even does that to some extent), or allowing to start a "long" action and finish it next turn, once you get more AP. The latter would obviously lead to interruption opportunities with various penalties (e.g. to dodge/THC during an attack), and sometimes just waste the planned action due to changing circumstances (e.g. if you start a 6 AP hammer blow when having only 3 leftover AP, and your target moves away from that blow on their own turn, the result is definitely a miss - and you've just wasted 3 AP from your next turn because it was too late to cancel, essentially making it an "active dodge" instead of the RNG-based one).
That's great, but there are mistakes and mistakes.
I think that one of the biggest problems with AoD skill system (or maybe THE biggest) is that the 1..10 scale is counterintuitive when you have so much opportunities to use the skills. I finished the game more than 10 times, and still don't have an understanding of the
conceptual difference between 3 and 4 or 7 and 8 in a skill. Do you even know it yourself?
Or do you just pick numbers which "somehow sound right" for a specific stage in the game?
Every time I win or fail a check, it's not because I planned carefully and decided on the right amount of skill to tackle a specific problem - no, it's rather because I guessed the designer's intention - sometimes blindly, sometimes less so. E.g. if sneak 1 + critstrike 8 is not enough for a kill I want, then the check probably wants a sum of 10, because it's a round number and why the hell not.
Or, I already know that most skills work fine in Teron when they are at 3-4, so maybe it's 7-8 for Maadoran...
1..10 scales are not bad for pure-combat skills, where you get a clear numeric representation of your skill level through attack/defense ratings. However, social skills need something else to minimize metagaming and guesswork. A good range for a persuasion-like skill might be between 3 to 5 skill levels (not counting the "zero" level) - anything less is not a skill, anything more is too much to keep every level meaningful for players. And then you'd need to come up with good skill level descriptions - not funny ones like in AoD, but meaningful ones, establishing rules which let the player
understand how much skill he needs for a specific check without asking on a forum, looking through game scripts, or just testing it by save-load. Sometimes, it might make the skill levels look more like "perks" with very specific effects, but is it a bad thing?
Of course, it might also be tricky balance-wise to abide by such rules throughout the game if you have a more or less specific sequence of "main" events. E.g. I don't remember specific numbers, but convincing Antidas to act against Carrinas without any proof probably shouldn't be that much easier (for a charismatic person) than most of the persuasion checks in Ganezzar. On the other hand, if a check in Teron required persuasion=8, it would become impossible to win for any player except 1% who put all their SP into persuasion and nothing else.
I can't speak for all players, but for me, gated content is the most frustrating when it is:
1) Too visible.
E.g. it's hard to miss the Abyss or the Arch, but most characters won't be able to do
anything there. When there is a complete location which is freely accessible by anyone, but only meaningful for select few, it can get very irritating
especially after many different playthroughs. I think you can call this kind of gating "negative", because that's what provokes the most negative reactions.
On the contrary, it feels awesome when you find something you've never expected to find. Harran's Pass, Darius' Tomb, Livia's personality, Aemolas' gold retrieval quest are all great examples of "positive" gating in my opinion: you don't even know they exist if you don't meet the requirements; when you finally do, you get a nice surprise - and that's when you really start feeling that your current playthrough is different from all the previous ones. Playing multiple times just to see the different guild quests is nice, but again - that's something you definitely expect, and it's the surprise factor that helps replayability the most.
2) Too unbalanced.
The worst example of this in AoD is the whole historical/explorative part. I see AoD as a game with two separate "main stories" which every character gets: one is your guild, the other is everything that has to do with the Empire, "gods", ruins and artifacts. And that's cool - until you realize that the second "main story" is gated by a set of skills/stats specific to a single type of character (loremaster). Sure, you can visit all the main locations without any specific skills (except Inferiae, which, if I remember right, is gated by lore=3, and Al-Akia which is faction-gated), but there's a fat chance that you won't get
anything from any of them except some exploration SP - and that always feels like you are robbed of 50% "playthrough content" (not to be confused with ALL game content). The only other "big gate" is the Arena and the side quests it unlocks, but it's still much smaller, and it's also a "soft" gate, meaning that practically any character can win it by trying hard enough and using all the tricks he can.
If you absolutely have to put so much content behind a single "gate", the only way to "fix it" I can see is adding even more gated
optional content for all the other archetypes (i.e. different builds "reasonable" from role-playing perspective). Baldur's Gate 2 has "strongholds" gated by main character class, which is a lot of content - and I've never heard anything but praise of this decision. Why? Because there's always a stronghold for you, no matter what class you pick, so no one "loses" anything - instead, every player "gains" something that most other players do not. And the important part is that it's all
optional, unlike AoD's guilds (well, technically they are optional too, but what's there to do if you don't join a guild and don't play a loremaster?). Of course, I don't really expect a small team to compete with BG2 (after all, Obsidian still can't do it with all their talent and money). But perhaps it means that you need smaller "gates" - but more of them instead.
Basically, gating in general is fine - but giving huge "unfair advantage" to 1 or 2 select builds out of dozens or hundreds possible ones is much less so. In AoD, it's very much possible to play a pacifist loremaster/praetor with high charisma and intelligence, get ready for ascension, and still have enough spare skill points to raise combat skills for the Arena, especially if you keep the power armor...
Quote from: Vince on Yesterday at 22:57:13
Dialogues are a passive aspect. You choose a line, click and see what happens. Unless dialogues are the main and only gameplay element, it will always be inferior to combat on a system level, much like no RPG has managed to offer a stealth system that rivals that of Thief.
I can't quite agree with that. I'd really love to see a true RPG with a more "active" dialogue system without sacrificing the rest of the systems. Of course it's hard, but hardly impossible.
I have a pet RPG project too, although for some reasons (biggest of them being myself) it will probably take even more than AoD's 11.5 years at current rate.
"Active" dialogues and active skill usage instead of "choosing, clicking and seeing what happens" is something I'd really like to explore in depth if I ever get it to a proper state. Perhaps you can too.
Much like adding peaceful ways makes combat the player's choice, I dream of a CRPG which makes threats, jokes, abstract logical arguments and other skill-based dialogue options a conscious role-playing choice rather than just letting players pick the best-looking option from a list. And then consistent role-playing can have as much impact as decision-based reputations: e.g. joking gets easier and more natural if you do it all the time, but it may also make it harder for you to stay serious when it's important, hiding "serious" options unless you resist the system and opt to "pay" for them, suggesting even more jokes by default, and definitely modifying NPC reactions when you do something that's not typical for you (if they know it, of course).