Great post, and some great ideas.
My main suggestion would be to make sure that combat is fast-paced, despite being turn-based. I say this as someone who thinks that combat in all three Diablo games is utter crap, and who wishes that the Elder Scrolls games had a turn-based, grid-based combat option. So let me describe what I mean by "fast-paced".
One great thing about Wasteland was that the combat could become very complex, despite a very simple interface. I think Jagged Alliance 2 is a great game, and up to a point, I enjoyed tweaking every little thing about each of my characters, every single turn. But honestly, it gets a little tedious. Compare that to Wasteland's "hold down 'a' and watch the fireworks" combat, which only became a tactical challenge when it needed to be, in order to beat a really tough enemy. In a game with a robust story and character development, I would prefer this sort of fast, clean combat interface.
That doesn't mean that combat can't be really robust. For example, if you take away facing (i.e. the way a character is looking) and character stance (i.e. crouching vs standing) from the combat engine, you can still have a robust cover system, "aimed shots", and many other features, but you would remove a huge amount of time and tediousness from each turn. That's what I'd like to see in Wasteland 2.
The most important thing is to make it extremely obvious to players what factors are affecting combat, and help them understand how to change those factors to their advantage. For example, how much of my 22% chance to hit is about the range of the target, vs my abilities, or the inherent accuracy of my gun? What affect does this heavy desk I'm hiding behind have on the enemy's chance to hit?
Below is an excerpt from a very long previous post by me, which a couple of readers recommended I break up into separate posts. The suggestions below assume a complex, turn-based tactical combat system. I don't know that such a system is the best way to go for Wasteland 2, but I've provided some (hopefully new) ideas and a few links to other, relevant combat posts on this site.
Combat: Line of SightDuring combat, it’s essential to know what characters can see (i.e. what they can shoot). An easy way to facilitate this is to have a “line of sight” hotkey that, when pressed, shows what the active character can see by highlighting anything in his line of sight. This feature might be enhanced by color-coding the highlighted area to reflect the chance a character would have to hit a target with his current weapon, at different ranges. So the area in a character’s line of sight adjacent to him might be shaded green to reflect that he has a high chance to hit, orange as you move farther away, and red where he has little chance of hitting a target.
Just as importantly, players need to know what areas of the map will be visible to their characters after they’ve moved. The line of sight feature described above could have an alternate function by which the player would hold another hotkey, and simply move his mouse around the map to discover what his characters would be able to see from various positions. This feature would also accommodate checking the hypothetical line of site from a given position while standing, crouched, or prone, assuming those stances are part of the combat engine.
Combat: Action PointsOne problem with the early Fallout games is that one character can be twice as lethal as another, by virtue of having just one more action point. Since weapons take a fixed number of points to fire, and action points do not carry over into subsequent rounds, one action point can become incredibly valuable. This is a major game balancing problem, and resulted in players investing an undue amount of ability points into AP-boosting traits. That ain’t right.
One way to fix the problem is to move away from an action point system. Another solution would be to allow action points to carry over, not just into the enemy’s round (see Reaction Moves below) but also into the player’s next round. Obviously you’d want to set limits on this concept.
Combat: Reaction MovesIn turn-based combat, allowing the player to take actions during an opponent's round is critically important. One reason for this is that reaction moves allow for a leap-frog style of advance. That is, one character spends all of his action points moving towards the enemy, while another character hangs back and waits for an opponent to reveal himself during the enemy’s turn. The next round, the roles are reversed. This is how troops move in real life, and there’s a reason for it. It’s hard to pull off without allowing for actions during your opponent’s turn.
X-COM handled this particularly well. Any character that had reserved enough action points to fire their weapon could do so during the enemy’s turn, with the reaction chance increasing with the number of action points reserved. Reaction was a separate character skill, as well – a very important one.
Combat: Behind the CurtainI think players appreciate being able to see how their decisions are being interpreted by the game’s various ghosts in the machine. When I see that I have a 55% chance to hit that bandit crouching behind a crate on the other side of the warehouse, I want to know what goes into that calculation. How much of it is about my weapon? My ability? The range? His cover? His armor and agility? Make it an option to display all of this in detail, with an ability to drill down to even more detail, for players that are interested in doing so.
Combat: Mop UpOne great feature would be a “mop up” button that fully automates all characters, basically having them attack the nearest enemy. It may make sense to disable turn-based mode while this is happening, to further speed things up. If a player is severely damaged, or a new enemy appears, the game would pause and mop-up mode would be suspended. Also, players could check a “melee only” box during mop up operations that would force all characters to conserve ammo by putting away ranged weapons and drawing their best melee weapon.
Combat: Damage and HealingWhen a character is hit during combat, he should suffer penalties other than just a hit point reduction. For example, he could have fewer action points during his next round, and depending on the type and severity of the damage taken, perhaps have temporary penalties applied to certain skills. If he is hit during his own turn by an enemy interrupt move, these penalties would apply immediately.
Along similar lines, minor penalties could be applied to characters who are being shot at, even if they aren’t hit. The idea would be to model the way suppressive fire works in the real world. This concept has been discussed on the forum at
viewtopic.php?f=7&t=2234 and
viewtopic.php?f=7&t=1958.
As far as healing, there should be limits on how many points can be recovered during a given time period. Spamming stimpacks is not only unrealistic, but somewhat game-breaking. Allowing characters to overdose on healing items is one way to limit this. This is discussed in some detail at forum post
viewtopic.php?f=7&t=697 and
viewtopic.php?f=8&t=91.
I also believe that a really robust location-specific damage model (e.g. get shot in leg, walk slower) is worthwhile. There is a relevant forum post at
viewtopic.php?f=7&t=1337.
Combat: General Forum PostsThe posts below have some good general discussions regarding how the combat system should work:
viewtopic.php?f=7&t=1066viewtopic.php?f=7&t=315