I have been thinking about the way armies move simulanteously. Every round, things get harvested, produced, and players have their orders executed. All players put in their orders at the same time and then things get done when everyone is ready.To deal with who gets somewhere first I have an initiative system.
Currently armies are assigned an initiative value that is based on how "fast" the army is. So heavy artillery would move later than mechanized cyborg infantry. My inital thoughts were that at least you wouldn't have to think too much about the initiative thing, since units you think would get somewhere faster probably would. However, it still isn't the most intuitive thing in practice.
If players have 3 different armies they will probably have three different iniative values, which means they might not all arrive at the same time. I can see this causing frustration when players wonder why their lone scout car attacked the enemy "by itself." I would have to make a system so that players could have have all their attacking armies arrive at the same time (moving with the initative of the slowest army). This would mean more hotkeys, more ways of visualizing that armies are moving together, and some way to inform players of the system in general.
Because of this I was considering switching to systems I often see with board games, where all of a player's units move at the same time, but the player order can change every round.
Alternative idea #1:
Basic Premise
-Each turn players bid for turn order.
-Armies now all move at the same speed
Benefits
-Much easier to understand that all your units move together on your turn.
-Adds another strategic elment
Disadvantages
-May be difficult for players to judge how much resources they should be putting towards this. Overspending could easily ruin new players.
Related Decisions
-Should players bid for turn order in the current turn, with results unfolding immediately or should players bid a turn ahead (i.e. should players know their position for the next turn?)
-What other factors, if any would go into turn order? Would it jus be money bid? Should it also incorporate certain bonuses, technologies, empire power, etc. Penalizing massive empires with initiative penalties may be an interesting way to simulate the difficulty of governing such large swaths of land.
Alternative Idea #2
Instead of bidding turn order is known and is based on certain factors like bonuses, technologies, empire power, random number generator, etc. Turn order would be less mobile than above and may result in one faction going first for the duration of an entire war. This might be too frustrating for the player always going later though.
Thoughts?