Mounted units have "higher ground" to ground units, but are vulnerable to lance carriers.
"Lance carrier"? /goes off to Google ...
You could also give them a "ride by" (attack several fields while passing them) or "overrun" attack (push back a unit).
Interesting idea. The warrior already has a push-back planned; the monstrous creatures could auto-attack units in range even when moving. Interesting ideas.
If it's not obvious, I'm more about the functionality and making classes to fill roles than making classes and then deciding what they can do.
You can get some waltzing, the enemy is going to want to move out from between your guys if he doesn't think he can kill one of your guys with one or two hits (each of your guys get flanking bonuses).
You don't get a bonus just for being beside the enemy, thats the only way you can do normal melee hits.
Right, looks like we're on the same page on that now. Easy enough to implement.
It's looking nice. (Especially the ripped sprites )
This is my new secret for great graphics. PS: don't tell Square-Enix. >_>
The speed modifier sounds nice. Does that mean each unit gets a turn separately ?(i.e. not your team as a whole).
Correct. If you could move all 5 at once you could swarm and kill an enemy character before they could defend themselves, retreat, or heal. Turns are based entirely on how fast the individual unit's initiative is independent of team, which means you could sometimes get a few units in a row from one team taking their turn. I may add checks so you can't have more than three units in a row from the same team act, just for balance.
Do units 'enter combat' (attack and receive a counter attack) or do they just 'deal damage'?
Counter-attacks are definitely possible, but there's no combat "state".
Do units have to choose between defend and attack? (I.e. lose an attack turn when defending.)
They can take one action in addition to moving. All units can attack, some units (like the paladin) have the option to set themselves defensively instead of attacking.
Do units get an extra disadvantage for attacking?
They wait (slightly) longer for their next turn. That would be the only general disadvantage.
Does skipping a turn also give you perks (when you are attacked)?
No combat perks. Skipping turns simply means you wait less time for the next turn.
If the direction doesn't matter I would make it obvious in presentation: either they return to avatar like position or they move about randomly when standing still.
That might be interesting for aesthetics. I don't think it would constantly need to be pointed out that facing direction doesn't matter, but if they could intelligently face the direction of the most or closest threat that might help immersion.
Do the mages get infinite attacks? Could you build a whole fortress of walls before the enemy reaches you?
No, I don't want crowd control to be a massive factor because no one likes being kited, stun locked, etc. Ice walls are good for blocking choke points, and don't last many turns. They'll last even less if the opponent wants to spend turns attacking it.
Mage attacks are not infinite; all special attacks take energy, which refills over time. If the mage spams big nukes he'll blow mana faster than he can regenerate it, but if he uses more standard attacks primarily (like fireballs) and uses the expensive stuff situationally, he'll be fine.
How are items handled? Can you trade items on the battlefield? Or do you use items from one big pool?
Current plan is "big pool".
BTW what does a 'screen pan' do?
Pan the screen. Let's you drag the mouse to scroll.
Have you implemented some sort of Zone of Control? i.e. if a unit moves next to an enemy unit they cannot move any further. This might make it easier to have some sort of flanking in the game without the tedious "dancing around" you described. Having units in a line basically makes this impossible for the enemy player if they try to flank a unit within the line.
The paladin has this ability exclusively; if he's defending, you shall not pass. I'm not sure I want to make it universal; it would just make the dancing larger.
Keep the thoughts coming; good ideas, and I'm open to changing my mind on a lot of current plans too. I think we can stop talking about flanking; that one will be in I think.