Mmmm...
Lots of possibilities without even thinking much, most implemented somewhere already (some work only for turn based though): ZOC (zone of control), cover system, using cc as means of keeping enemies away (like simple slowdown), attacks of opportunity for running away from melees, some "tie up in melee" mechanic that makes harder to disengage when in melee combat,
Also: actually rethinking combat roles and how they work?
Attacks of opportunity don't really work. You're reduced to tracking them down, or you have to have reallt squishy enemies (or warriors with huge burst damage). I guess the best solution is huge attack of opportunity damage but that just reduces the game to a pathfinding nightmare as you try to keep your warriors in melee range.
Cover might work except for the fact that it's really at ods with the medieval setting.
Tieing up sounds really cool until you realise that you're always outnumbered in RPGs and tangling should lead to easy kills for the enemy were it not for RPG mechanics.





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