Reading through the comments, I get the impression that you (
The Anax ) are taking the Battle/Strategy element of SBC very seriously as a core element of the game you wish to design and I applaud you for that. With this in mind, I would like to make a couple of observations/suggestions based on my own experience playing SBC as well as what a few others have posted:
1. A way to scout and easier access to unit info pre-battle is very much needed.
However it's a massive pain to look up the names of your own units and that go with the portrait. It would really help if each hex also displayed the unit's name. Also, when fighting the enemy, not knowing what unit you're facing is very stupid. You wind up needing to load up a save, just to look up what enemy you're fighting to then be able to pick the right counter unit.
IMHO the above quote is especially valid for two reasons:
1. There are a LOT of units in this game. More than most people (or at least me) are going to memorize. It is in fact, significantly more than any strategy/RTS' I've played whose whole raison d'etre
is the combat, not just a side module. e.g. In Starcraft2, the Zerg had 17 unit types. On the current Barracks Chamber roster, the Infectulons have 32!
2. For the average player this setting is unique and we do not have any frame of reference as a base. Everybody already knows what archers or spearmen or heavy cavalry do before they even load up Total War, Age of Empires, Civ etc. OTOH, I for one, have absolutely no clue what clicking on a portrait of a blue thing that looks like a cross between a spider and the hand from the Adams Family is going to do for me. I
have to look it up.
I strongly suspect that suggesting the roster be streamlined is going to be a complete non-starter
.
So FWIW, I'd like to throw out a way to ameliorate this issue with the
least amount of burden by way of adding just one sub-menu.
Clicking on the End of Day button brings up a sub-menu of 3 hexagons. 1. Observation, 2. Barracks Chamber, 3. Battle. (Hex 2 is not needed if "Strong against: /Weak against: " info is put directly on the unit's portrait at a cost to aesthetics). Selecting hex 1 leads to the exact same render as 3 but
w/o being transported there. Hexes 2 and 3 leads to exactly where they do now.
By clicking 1 > 2 > 3 , a player sees what they are facing, goes to get what info they need and then proceeds to battle. No major changes or nor any new renders required. (An added filter when clicking on 1 whereby it looks like we are viewing the battlefield through cctv, a pere-slime tube, a distended eye or some such might be nice though).
... ... ...
2. A reward system for battle victory (other than just surviving for another day).
"Your
base body belongs to us!". An incentive is pretty key if the player is to view battle as something they want to do in and off itself as opposed to something they have to grind through (or switch off entirely) so that they can get back to corrupting the harem.
In mainstream games this reward may come in the form of loot, capturing a new city, access to new resource nodes, an artifact/wonder/boost/buff of some kind to your faction, expanded territory etc. All of which are of course completely beyond the scope of this game. Ergo, this being an adult game, I submit and endorse
t727 's suggestions:
Are there any plans on having any form of defeat sex in the combat scenes?
Also if there would be any way of increasing the chance of the soldiers turning?
I definitely agree that there be more captures (even if it means having to rebalance the game for difficulty as our force would of course grow at a faster rate). The core "thrill" of this game is based around getting humans to submit to the over-mind after all. Captures are both consistent and additive to the core premise and selling point of SBC. As to sex, if it is unfeasible to work into the battle, the ability to summon Bugged, Indoctrinated and the like, if we have any, to the Harem Chamber in a simple way that does not come close/compete with Bad Ends, perhaps.
Cheers
PS. Not making a request of anything. Just throwing some ideas out there that may or may not be of any use. Best of luck with the game and looking forward to the next iteration.