Well, I did it. I finally added diagonal movement and attacking into my game.
And now I’m not sure how to balance it. I didn’t plan ahead this far.
The huge lag spikes when selecting someone with too much movement, especially when selecting the 9 movement Paladin… They make me think I should reduce the movement in my game. I liked the low movement in Engage. Unit movement is usually pretty low in other grid games I’ve played like Civilization and Into The Breach, too. I should probably lower unit movement across the board. 9 mov is too much, making that many tiles blue at once is too laggy.
I liked how in Xcom and the only good Fallout games besides NV you can move further if you don’t attack. I might give everyone 3 or 4 move and add a movement option like “Sprint” or “Gallop” that lets you move another 3 or 4 tiles but doesn’t let you attack. Great for the turns when that unit wasn’t attacking anyone anyway. Technically 8 mov if the mounted units get 4 mov and Gallop adds 4. Technically 12 mov if the mounted units get 6 mov and Gallop adds 6. Though I don’t think I could add more with a Stride Gambit or Sigurd Ring.
With diagonal movement, it’s never been easier to slip past enemies without having to fight them. You would need 8 movement to run a full circle around a foe adjacent to you, or 4 movement with diagonal movement enabled. I could give units a “Zone Of Control” that you cannot enter and exit on the same turn unless you kill the unit or have Canto. Breaking the unit also sets the unit’s Zone Of Control to zero until the Break effect is gone.
Balancing offense is certainly going to be a challenge. In a square grid game like Fire Emblem, you can be attacked by up to 4 1-range enemies in 1 turn. In a hex grid game like Berwick Saga, you can be attacked by up to 6 1-range enemies in 1 turn. But in a square grid game with diagonal movement and attacking like Fire Emblem: Rising Thrust, you can be attacked by NINE 1-range units in 1 turn*. And that’s without Attack Stance. My game allows Attack Stance to happen with allies within 2 tiles of the attacker or defender, so one unit could be surrounded and attacked by TWENTY FOUR 1-range attacks in 1 turn. More if any other movement options are used like Shove, Draw Back, Reposition, Canter, and so on to get exhausted attackers out of the way of fresh attackers. Even more if Magic and Bows are used to hit you from more than two tiles away. After all, bows have 5 range in Fire Emblem: Rising Thrust. When you can attack any unit in a 5x5 diamond, that’s one thing, but a 5x5 square? That’s 25 tiles. 24 tiles can be attacked if you can’t move before firing, more if you can move before firing. Don’t get me started on Siege Tomes and Ballistas.
How do you think Fire Emblem should be rebalanced around diagonal movement and attacking? I’m not asking you to design it for me, but if anyone makes convincing arguments for or against something, that might help guide me.
*I mean eight lmao, it could only be 9 if the victim in the center smacked himself with a 1-range weapon. Or things were set up so only the eighth guy attacks with a 1-range weapon that can initiate an Attack Stance attack.