Our game has extremely simple combat, basically an army of 500 would beat an army of 100 with a loss of 100 units. No actual tactical results are given aside from choosing an (optional) initial war spell to use.
Because it is so predictable and abstract, it's hard to make the UI come alive. As far as I can tell, these are the ways one could present it:
- Like Advance Wars (armies on both sides of the screen, firing at each other) e.g. https://36.media.tumblr.com/c72e518980149e8254024aa32a8169eb/tumblr_inline_nuh32aXiAy1sdn55s_540.jpg
- CCG-style, with army "cards" taking damage.
- Small armies battling on screen. (e.g. http://mmoraw.com/images/stories/MMO/Browser2D/Feudon/Feudon-%2811%29.jpg)
- A simple battle report (Win/Loss, X killed, Y lost)
- Show armies on either side with numbers ticking down (e.g Pirates!, Defender of the Crown)
- Text based animated battle report (Reveal one paragraph of text at a time)
Have I missed any possibilities? What would you recommend for making the game come alive more?
(limitations: typically only one "army type", but up to 9 in theory, battle runs automatically)
For the last UI in the list, it would look something like:
[Icon] The armies of A clashes with the armies of B
[Icon] 100 elves and 100 dwarves are attacking the 100 orcs of B
[Icon] The army of B is annihilated! 100 orcs lost
[Icon] A counts his dead: 50 elves and 50 dwarves lost
[Icon] B manages to escape!
Each line being revealed one at a time.