Originally posted by Catt
Nice post. One of the first from the "the change makes sense" view that strikes me as really taking the "balance" issue head-on. Also highlights, I think, that the 4-roll-combat proposal could very well deserve a different analysis depending on MP or SP play. I don't play MP and can't comment on whether I think 4-roll-combat would be an improvement or degradation of play, though I feel pretty confident that for SP it would be a degradation.
Nice post. One of the first from the "the change makes sense" view that strikes me as really taking the "balance" issue head-on. Also highlights, I think, that the 4-roll-combat proposal could very well deserve a different analysis depending on MP or SP play. I don't play MP and can't comment on whether I think 4-roll-combat would be an improvement or degradation of play, though I feel pretty confident that for SP it would be a degradation.
@Jeem - your examples of archers versus pikes are interesting. And they make an interesting case that current combat is too random. I don't believe that it is, but clearly the optimal spot on the scale between absolutely random and absolutely determinative is subject to widespread debate and opinion.
Vmxa alluded to what would be better in his last post - the middle run of 8,7,8,6 dead archers is what *should* probably happen in the vast majority of cases. It's the 'abberrations' that detract from the system currently. Example's 1 and 2 of my test are both 'aberrations' at opposite ends of the spectrum. I don't want to see the chance of them happening dissapear completely, but I would like to see them happen a bit less than they do now. Both those results should only happen 1 in 50 combats, not 1 in 5 as it seems to be now.
But even assuming that one could conclude that the current implementation is too random, how does decreasing the degree of randomness via 4-roll-combat add to game balance? Does it strengthen balance or just reduce the frequency of variable outcomes?
Catt
Catt
My first post in this thread still has what I believe to be the best way to go ahead with this. 2 rolls with 3-victory experience gains, or 3 rolls with 4-victory experience gains. At the time that was just an educated guess but with every thread and example I'm beginning to think I might just have been spot on with that.
It's not a massive swing in favour of the better (mathematically) unit that is required, but a small swing in favour of winning each round, countered by a smaller swing in gaining experience. I actually think that the experience gains should be lesser on the side of the 'better' troop anyway. A tank beating two spearmen would not gain any experience worth squat.
Another idea I had was that the weaker unit would gain a special bonus (call it 'impetus') if it won a round of combat. Basically, if the weaker unit won a round of combat, then they'd get +10% bonus for the next round (not cumulative, so no 10% + 10% + 10% etc.). This would help keep a random factor in what would normally be a predictable outcome - nothing like what we have now, but still enough to swing the combats that are close enough that they *could* sometimes fall in favour of the 'weaker' unit.
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