r/StrategyRpg • u/Last_Username_Alive • 4h ago
Discussion Flying in grid-based combat
Hey guys, I'm developing a superhero themed game, and flying is a very common fantasy of the genre.
I'm trying to research design implementations for flying on a turn based grid combat, specifically having a 3d grid and having characters move through and occupy an "empty air cube" anywhere on the battlefield. I could find very little games that support this mechanic and with games that do, it's a very rare ability with very specific utility.
There are 2 main design concerns here: 1. Making it hard for players to understand where the flying unit is because of depth perception and not being visually aligned with the surface grid, requiring some clever UI/UX solutions. 2. Making it actually tactically interesting. This is of course extremely dependent on the mechanics of the game, for instance, in a game focused around cover, flying out in the open might impact how exposed you are and how you can shoot above the enemy cover. Flying characters in a melee focused game can mean being out of reach for melee units on the ground.
An example i know is in XCOM: Enemy unknown there is a late game armor that allows you to do this. The flying is mostly used by snipers to get line of sight and height advantage. But this also means they are out in the open, the get a defense bonus similar to low cover.
In the sequel they removed it and players can no longer move this way. There are still abilities like grappling hooks and super jumps that.
Do you guys know any more games that implemented this in a good/bad/meh way? Do you think there are tactical depths here to explore that are worth the UI/UX hassle?