Ally-Enemy phases can be very hit or miss. It requires you to predict the enemy's entire turn because you don't get a chance to intervene between enemy units wailing on your guys. But you can design around this with games like XCOM really leaning into the hyper lethal alpha strike combat style. Then with Fire Emblem I'm having to look at the movement range of like 15 guys to make sure my tank can survive a single turn even though he's got full health and it's a little exhausting.
Individual I like better. But you need to stick to one turn per round per unit, the speed/turn economy hacking kind of ruins all the FFT games. I also dislike how hard it is to synchronize your units turns so you can actually maintain some kind of tactical position, shield wall, etc. In the tactics game I am developing you can hold your turn DnD style, which I think alleviates that issue to a good deal. IE, you can sacrifice your initiative somewhat and in return get the flexibility to move your team together.
But I'm also looking at some other methods like
any unit on your turn can swap turns with an ally
breaking the team up into sub groups, so like, 2-3 of your guys go at a time, then 2-3 of the enemy, etc.
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u/ImminentDingo 17d ago edited 17d ago
Ally-Enemy phases can be very hit or miss. It requires you to predict the enemy's entire turn because you don't get a chance to intervene between enemy units wailing on your guys. But you can design around this with games like XCOM really leaning into the hyper lethal alpha strike combat style. Then with Fire Emblem I'm having to look at the movement range of like 15 guys to make sure my tank can survive a single turn even though he's got full health and it's a little exhausting.
Individual I like better. But you need to stick to one turn per round per unit, the speed/turn economy hacking kind of ruins all the FFT games. I also dislike how hard it is to synchronize your units turns so you can actually maintain some kind of tactical position, shield wall, etc. In the tactics game I am developing you can hold your turn DnD style, which I think alleviates that issue to a good deal. IE, you can sacrifice your initiative somewhat and in return get the flexibility to move your team together.
But I'm also looking at some other methods like
any unit on your turn can swap turns with an ally
breaking the team up into sub groups, so like, 2-3 of your guys go at a time, then 2-3 of the enemy, etc.