Idea for new feature: Tactics!

I was thinking that a nice addition to the game would be tactics for defense teams and autoplay (for the map and titans). Maybe there would be a building or some way of gaining a certain number of tactics and leveling them up to certain tiers. There would also be categories for healers, defense down, attack, etc.
Some of the possibilities might be:

  • A healer like Kasshrek won’t cast heal unless his nearby allies (or himself) are < 75% health with different levels for < 50% or < 25%, heal all casters would be similar but for any hero < x%, and if no one meets the criteria they would just wait until the next turn
  • Defense down or other specials that attack a target and nearby enemies only attack a target with enemies on both sides (unless one doesn’t exist, in which case the tactic is ignored)
  • An attack increaser doesn’t cast again if they are currently under the influence of an attack increase
  • A dispeller may withhold their special until the enemy has buffs, and could even avoid riposte if possible with higher levels allowing an avoid if possible and cast/no cast option if that’s all that is left.
  • An attack decreaser chooses the target with the highest attack (or even the highest health), or do not case this turn if enemies are already debuffed, but have a 2nd level that overrides that tactic if your health is below 25% so that you don’t die before casting
  • A hero like Boldtusk would need to have their tactics leveled to be the most useful, that way you could choose multiple scenarios like to heal if any team member’s health is < 75%, unless there is an attack buff already in place, in which case don’t heal unless anyone is < 50%…
  • Tactics could add another level to hero order (or replace it) by waiting to cast until an enemy has a defense down, unless it is the end of the tactics phase in which case cast either way, which would allow you to place heros with specials that affect nearby allies in a different order in case those 2 conflicted

Maybe you could access them in a tab similar to where the talents are accessed now and turn them on or off for that hero whenever the AI is controlling them

Interesting idea. We explored some theories around programming the AI with rules here

https://forum.smallgiantgames.com/t/if-x-then-y-programmable-ai/53667

But having it be unlockable is a very E&P twist.

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I like this idea. As it is now the AI just matches anything and fires whenever an ability is ready. A few options would be great, and if you could tie different ones to each hero as suggested that would be even better.

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It’s nice, bit there are too many options. You need way more analysis than this.
What do you do, when enemy Gravemaker cast their attack on your almost-full health team when your Rigard is charged?

There’s also the problem that new heroes have new powers. How do you integrate them?

Great idea, but too much work, I’m afraid.