Thoughts on balancing kiting techniques

 

There have been a number of posts over time about the potential abuse of kiting – ranging from the ability to have archers run around and shoot things to death without ever getting caught; to the ability to use Regeneration and initiative to be able to duck in, hit someone, and run away, and thereby defeat the strongest monsters (one recent post was about how someone was able to beat Insane “easily” using this technique, although some tactical battles took “hundreds of turns”); to the OP nature of getting horses or other mounts, partially due to ability to hit-and-run in tactical battles.

So, as part of a discussion on balance, I thought it might make sense to kick around some ideas on how to reduce the ability to abuse these kiting techniques (yes, it is single player, and yes, you can simply choose “house rules” to not use these “tricks”, but thought it would be interesting to get some people’s thoughts on ways to improve the core mechanics in a way that removed the temptation!)  My thoughts:

-        It has been suggested before, but I never saw a developer response..…reducing the stats of a unit that moves in its turn in tactical battle vs. one that remains in place adds a strategic element to use of ranged weapons and reduces the “obviousness” of using a kiting approach (in addition to being logical – moving archers would seem to be at a disadvantage to dug-in archers).  The pushback could be that arrows are arrows – if they hit you they hurt.  So my thought is that any ranged unit that moves should have a “significant” reduction to accuracy if it attacks during the same turn.  I realize this will not eliminate kiting, only make it take EVEN longer for a kiting range unit to ultimately win, so it may be counterproductive in that regard, but I think in conjunction with other changes this can improve the tactical use of ranged units in a way that makes sense.

-         Likewise, it would seem logical that a ranged unit that is mounted would have reduced accuracy vs. one that is on foot…..addressing the “everyone should have a horse” issue that has been bandied about a bit, and further balancing/making it a decision re:having more-accurate ranged units vs. more-mobile ranged units

-        As a side note, I would think that reducing the accuracy of melee units that move in that turn also makes some sense/has some value, as it further balances the “first attacker” advantage that always seems to benefit the human player vs. the AI (despite Brad’s hard work)…and also reduces some of the value of having mounted vs. unmounted units. 

-        Another suggestion that has been made many times before, but never responded to (unless you consider ignoring it the ultimate response!) – archers should run out of arrows at some point in a tactical battle.  By reducing their accuracy when they move, and limiting the number of total attacks they can make in a single battle, you greatly reduce the ability to just run around kiting some massive monster you can do 1 point of damage to for 300 turns…..For game play purposes, if believe this makes sense then staffs should also have some limit of attacks per battle – not sure of logic of that (have to recharge?)

-        Seems like Regeneration also has to be adjusted to avoid the ability to run around till fully healed and then reattack, thereby ultimately defeating much more powerful enemies – as noted before, coupled with high initiative, this factor seems to make it possible to create a hero that can literally never lose.  Some people really hate the “nerf/artificially limit something cause we can’t make it work” approach, which is understandable, but it seems like a logical limit to make regeneration only occur if the unit doesn’t move - i.e. if a unit moves away on its turn it is clearly not resting and recovering, so earns no regen that turn – regen only happens if the unit stays in the same spot during its turn.  Again, this seems to have some logic behind it, and would eliminate one aspect of the issue – the constant run-around-until-fully-healed gambit that benefits the human player vs. the AI, and seems like a bit of cheese to me.  A unit with enough initiative to have 2 moves before the enemy has one could still move away, rest one turn, then move again – thereby actually just lengthening the kiting process rather than eliminating it.  That seems to go back to the potentially OP nature of stacking intuitive/haste/slow…maybe something can be done in balancing intiative that “insures” that the 2+-for-1 move dynamic can only happen x times in a row, not every move, in a tactical battle, so some uberpowered monster could eventually catch a running around hero doing nothing but regenerating HP?

9,634 views 5 replies
Reply #1 Top

I believe that every single kiting strategy MUST remain viable.  But they must all be made harder to pull off, and more expensive in every way, including opportunity cost. 

Why? First of all because it is a perfectly realistic strategy. Mongol horse archers did this to people from Korea to Poland, and no one found an answer to it.  The Tatars held them off for a generation by having comparable horse archers, and the Seluks beat them by developing better horse archers.

In the context of Fallen Enchantress, I do not see anything wrong with with a mage hasting his allies, and slowing down a forest drake.  I see nothing wrong with a mounted archer riding circles around it and peppering it with arrows.  I see nothing wrong with an assassin darting in and out before the enemy can react.  And finally, I see nothing wrong with a fighter standing toe to toe with the monster and trusting that his armor and regeneration will keep him alive.

That said, right now, it is way too easy, especially because one character can do ALL of the above.  At the end of every game, I usually have at least two that do.

What I would like to see is that every one of these strategies remains, but is only made possible by designing a hero for it.  Even then, it should retain significant costs.  This can be achieved by introducing penalties that make kiting harder, and creating traits that partially negate the penalties.

1. Give some melee units X free attacks per round against units breaking contact.  Give assassins a series of traits that negates one attack per trait level.

2. Introduce a 50% accuracy penalty for mounted archery.  Have a trait that brings it down to 25%.

3. Introduce a 50% attack penalty for shooting after moving. Have a trait that brings it down to 25%.

4. Introduce a 50% accuracy penalty for melee attacks after moving.  Have a series of traits that reduces, then negates it.

5. Introduce a 25% attack penalty for melee attacks after moving.  Have a series of traits that reduces, then negates, then reverses it.

6. Finally make monsters a bit better at chasing enemies.  Its really easy to exploit an AI that craws forward one tile at a time when (1) it's slower, and will always suffer the first hit and (2) even its full move would not bring it into the player's range and (3) the player has ranged weapons/spells.

Reply #2 Top


In case my original post didn't make it clear - I agree with the responders points.  Archers shooting and moving away to keep range; horse archers amplifying this approach; champions having special ability to heal while in a battle; specially equipped assassins hitting and running....all are valid "logically" and add to the gameplay, and should be part of the game.  So my thought is not to seek ways to just eliminate them, but rather, as the responder said, to make it "less easy"/THE way to always win, and make it more part of an overall strategy with appropriate impact and potential counters - e.g. with thoughts like those outlined above.

Thanks for the thoughtful response.

Reply #3 Top

I am okay with ranged weapons lowering your speed by one or capping your speed at 3 or something like that. That should solve most of the kiting issues.

 

Other issues with regenerate and initiative are really separate systems entirely and not really core to this issue. I think there are plenty of ways they could discourage kiting but in my experience the only thing that bothers me with the current system is that the AI moves one space at a time instead of charging in some cases. 

 

Reply #4 Top
Quoting Tuidjy, reply 1

Why? First of all because it is a perfectly realistic strategy. Mongol horse archers did this to people from Korea to Poland, and no one found an answer to it.  The Tatars held them off for a generation by having comparable horse archers, and the Seluks beat them by developing better horse archers.

End of Tuidjy's quote

Oh please do not bring this total war fantasy into this game. Mongols succeed thruogh having good well trained men and good leaders. NOT by having guys ride round shooting everyone backwards. Any battle the Mongols win is NOT by this, tactics like feigned retreat need good training and leadership not horse bows fired backwards. Even the mythical Parthian shoot is a victory of excellent generalship and good troops - not simply troops on horse with bows! It simply sad accident of history . . . like if Roman had run off after finding the falx instead of adapting, you could easily adapt to parthian attack (if you dont lose spectacularly at the start) just like europeans do to Mongols archery (just wear slightly different armor not a big deal, fightin good troops is a lot hard to adapt too!)

This is such a racist fantasy. Mongols cant have good generals and well trained men, no, must be magical horse archer power that let them win. This was so annoying in total war, having horse archer ride a circle around my archers shooting. In real life they would get of the horse to have archery battle.

Just like the fantasy longbow, english longbow men are well trained reliable soldiers, oh no French cant lose to better men, must be magic longbow!

From a gameplay perspective only it is very irritating. I have now finished my 3rd game (like 10 minutes ago) and it is silly seeing my "hero" run around like a chicken trying to regen against a big monster. Or have archer move back a meaningless 2 squares and shoot. I just move forward 2 squares and melee again. Just being annoying really.

Solution: Have AI not move when it wont accomplish anything. Much better to make a wall of troops if you think you can out range attack me. For Monsters give monster a slow/range attack of their own/ charge bonus or something.

Reply #5 Top

The Mongols did have good generals and soldiers (It helped that they did not divide their people into fighters and serfs)  They had military science - logistics, siege-craft and communications - beyond that of Europeans. But they also had composite bows and horses bred for endurance.  Which may have been worthless without proper tactics.  But the best tactics in the world will not help if your military tech is just plain worse...

Remind me again, when did horse archers with composite bows lose to any kind of opposing force except for horse archers with composite bows?  Achieving your objectives by bypassing the opposing force does not count as losing, by the way. Horse archers have been kept at bay by ranged troops in cover (walls, gulyay-gorods, tabors, pavises)  Unfortunately the cover has a hard time catching up with the horsemen, and an even harder time intercepting them on the way to softer targets.

You are the one bringing up shooting backwards and magical racist fantasies. I never said anything about trick shooting, and I would have to be self-hating to dis Tatars and Turks.  The Europeans adapted to Mongol archery... right.  Like the Hungarian/Polish scale armor?  Which they used to gloriously charge the pesky steppe archers right out of Europe.  Oh, wait, that never happened.  You're sure that you did not misspell "adopted" as "adapted"?

Anyway.

A foot soldier in the middle of a field, no matter how well armored, or how skilled a swordsman is no threat to a horse archer.  And that is the situation most closely resembling kiting an obsidian golem with a mounted archer in Fallen Enchantress.

It may be boring gameplay, but it is perfectly realistic.  We should not aim to eliminate it, we should aim to make it less boring.