Will we ever get to control our party members?

Kaplah

Member
Jan 14, 2017
20
9
31
Hello there, I think this may be my first actual post, although I've been following CoC since...well, it only had Forest, Deepwood, Lake, Desert, and Mountain visitable when I first started playing. I've always preferred CoC over TiTS for the fantasy setting but CoC2 has one major problem. Well, it has a few but that's largely due to not having a lot implemented yet. The main problem I want to talk about is the combat. Between the party and class/skill choices, it's pretty clear that CoC2 wants to enhance the gameplay aspect of the game, which is great! But thus far the combat is easily the weakest out of all the games on the site. And the root of all of these issues is the same: we have no control over our party. And before you bring up the as of yet unimplemented tactics system, no. That will not address the core issues. Before I go in depth on this, I'd like to apologize if I come across as being too harsh. I want this game to be good and I'm trying to make a a proper critique here. So please don't just dismiss this as a ranting hater.

Issue 1: Combat is too long winded.
There can be as many as, and often are, 8 actors in a single fight, possibly more in the future although based on the UI it looks like 8 will be the cap. This results in a LOT happening in a single turn. The second the player takes an action, they're given either a massive wall of text explaining everything that happened or having to click through 7 little blurbs. This makes every turn take a notable amount of time as there is a lot more data to process during every given action. This also takes away from player engagement as there is much more delay between when the player can actually interact with the game. Finally, because there's so much going on every turn, it becomes significantly harder to follow. Party control would let the player break down combat into much smaller pieces, making it easier to understand the flow.

Issue 2: Combat is too swingy
As a direct result of everyone acting at a single button press, a LOT of things happen at once, which makes combat feel incredibly random and swingy. I've had fights where after my first action I was suddenly on death's door. I've had fights where the enemy party was almost completely wiped out after the first turn. Turns like this are very common. It makes combat feel less like a test of skill and more like a roll of the dice. Party control would break down everything that happens into smaller pieces, allowing the player to better understand each change, making the fight much more cohesive, as well as react faster if things are going south.

Issue 3: Player has limited agency in fights
This is connected with Issue 2 but I want to discuss it individually. Because the battlefield changes so much in a single action, the player has very little control over the outcome of a fight. When I play, I barely feel like I'm even interacting with the game. Even if the player is notably stronger than everyone else, their one action can't outweigh up to 7 other actions per turn. As a result, combat is largely out of the player's control. While one could argue that that's more realistic as one fighter has comparatively impact on a group battle, that's also simply not fun. Party control would give the player more control over the game, make the game more engaging and make fights feel much more skill based rather than up to chance.

Based on the way the game is set up now, I'm under the impression that full party control will not be implemented. I want to know if (hopefully) I'm wrong on this. If I AM right and party control is not on the design docs, I'd like to ask why. I honestly can't think of anyway that this improves the game aside from making the coder's job easier and I can think of a great many reasons why it makes the game worse.

So, is full party control planned at any point in the game? If not, why not? Thanks for reading and again, sorry if I come across as overly hostile.
 

The Observer

Scientist
FoE Mod
Aug 27, 2015
1,357
3,189
You will never be given control of your party members. There are two ways to influence what they do: threat and tactics.

- Threat works both for allies and enemies; note the gem in the upper right corner of each actor's character panel. The closer it is to red, the more likely it is that said actor will be targeted by the enemy. Actions and abilities can add or reduce threat. Complaints about being targeted out the gate are your own fault.

-Tactics and sets. Sets are groups of tactics, powers and equipment that a companion can equip, and can only be changed at a location you can sleep at. Tactics are AI routines which you can set and have a companion follow, and these can be changed in mid-battle. Like Rimworld and Dwarf Fortress, you can issue general orders to your companions (berserk, defend, tease, etc), but they will make the decisions as to what to do in the moment. Tactics are often tailor-made to the individual companion in question, or shared amongst those with similar roles.

As to why, I'm sure the boss can expound on it, but off the top of my head there are two. In TL;DR format:

- Your companions are their own individuals with their own personalities. Finding people who work together well is part of team-building. They are alive and while you can issue orders to them, they do what they want in the end. Your player agency is deliberately limited; it is a feature, not a bug.

- Individual control causes an unbelievable amount of tedium and is much less unfun; considering I wrote for FoE which did exactly this, the amount of tedium at mashing 1 or 1 3 1 3 for up to 4 people really doesn't make it fun either.

Direct control of the PC only is already baked in the cake. It will not be changed.
 

Stemwinder

Well-Known Member
Jun 15, 2018
417
631
The whole cascade aspect is the standout. Many of the individual pieces are fine (companion tactics rather than direct control, main character defeat = loss, large battles) but the point that you have so little influence coupled with the point that each turn is a huge cascade of actions (which you're not likely to read after your first or second encounter with one) that makes it feel so messy.

Despite some of the tedium in FoE overall combat was far more digestible and so flowed better even if you had to click a lot more. It's definitely a problem if too much of the battle is determined before it's fought (as in restricting strategy to team and tactic choice), after all if that's the case you're essentially just turning a crank and finding out if you won or lost. Too much interaction can get tedious but too little is unengaging and at the moment this cascade-style battling is on that end of this spectrum.

Some ways it could be addressed:

- Restrict the portion size of the total amount of characters who're currently active. Instead of having 5 enemies acting all at once against your three (which leads to a massive cascade), put some characters in reserve and have them switch out with defeated units. Let's say there are six wolves total. You'd fight three at once and as you took them out the reserve wolves would reinforce defeated wolves. This could even be taken further to a sort of "partner system" where the PC is actively fighting with one of their companions at a time, the rest in reserve, and you can switch out active and reserve at any time without costing a turn. This would make the player more engaged, allow for some in-battle strategy, and manage the cascade problem.
- Section off the engagements. During a group battle threat and your own targeting could spit out a result where each combatant is "currently engaged" with a specific target (or targets) and you see the combat results and go back and forth with whomever the PC is currently engaged with. Checking who your companions are engaged with and how things are going specifically could be done with a click but you'd get a basic idea by looking at their values at a glance. As threat builds up enemies might change who they're currently engaged with. Basically a different format for the system as it is that technically slows it down a bit but also makes it more personal and gives you more interaction with a manageable-sized fight rather than making only a single decision and then seeing a huge outpouring of results that resets each time.

It's not a bad initial effort and the core aspects can work, it just needs more or different periphery aspects to bring it together.
 
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Stemwinder

Well-Known Member
Jun 15, 2018
417
631
And now that the juices are flowing I'm realizing the "partner system" idea could build on what the game's already doing and create a link between getting to know your companions and how effective they are in battle.

So far companions have some buffs but while they're active they could have a specific partner skill that's active while they're active and this could upgrade and change based on how well you get along with them outside of battle. That'd even be a nice way to frame relationship progression. You've got the initial talk options, sex scenes and so on and the initial partner skill, you go through all of those and raise their affection to activate the next tier of topics and scenes (and skill), etc.
 
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