Curiously, in each round of combat, is there a per chance hit on each side, or is there only a per chance to win the round? If it's the latter, then the system is already more screwed up than I thought...
Example:
Unit 4/2 attacks unit 1/1.
In the "per side" system, each side has a chance to hit, in this case the attacked would have a 80% chance to hit, the defender a 20% chance to hit. The chance of the defender hitting without the attacker hitting back is a very low 4%.
In the "per round" system, only one side can score a hit, so the attacked has an 80% chance of winning the round, the defender a 20% chance.
What does this mean for gameplay?
Assuming regular units and the per side system, the chances of the defender winning 3-0 is an infintesimal .0064%.
Assuming regular units and the per round system, the chances of the defender winning 3-0 is .8%.
Still small, but 125 TIMES HIGHER than the per side system. It would also explain the bizarre swordsman beats infantry scenario, where winning a round is easier than "going up" a round.
Let me explain -
With even hit points, winning is hitting without being hit. In the per side system, where each side has a chance to hit, this is much more difficult than the per round system. Using the above example, in order to hit without being hit, the 1 strength defender must score a hit (20% chance), and at the same time not be hit (20% chance the attacker misses). Those probabilities combined are only 4%.
Now, if it's per round, the chances are 20%, because if there is only one percentage check for that round of combat, and the defender wins in his 20%, by DEFINITION the other unit does not score a hit. That a 5 times higher chance to succeed.
Now, does anyone KNOW, for sure, that the system in Civ3 is a per round system? Also, can anyone confirm that which I am fairly sure of, that Civ2 was per side?
If Civ2 was per side and Civ3 is per round, that will compound the already statstically screwed up Civ3 system into a unusable mess. Oh wait, I think that's what we have...
Venger
Example:
Unit 4/2 attacks unit 1/1.
In the "per side" system, each side has a chance to hit, in this case the attacked would have a 80% chance to hit, the defender a 20% chance to hit. The chance of the defender hitting without the attacker hitting back is a very low 4%.
In the "per round" system, only one side can score a hit, so the attacked has an 80% chance of winning the round, the defender a 20% chance.
What does this mean for gameplay?
Assuming regular units and the per side system, the chances of the defender winning 3-0 is an infintesimal .0064%.
Assuming regular units and the per round system, the chances of the defender winning 3-0 is .8%.
Still small, but 125 TIMES HIGHER than the per side system. It would also explain the bizarre swordsman beats infantry scenario, where winning a round is easier than "going up" a round.
Let me explain -
With even hit points, winning is hitting without being hit. In the per side system, where each side has a chance to hit, this is much more difficult than the per round system. Using the above example, in order to hit without being hit, the 1 strength defender must score a hit (20% chance), and at the same time not be hit (20% chance the attacker misses). Those probabilities combined are only 4%.
Now, if it's per round, the chances are 20%, because if there is only one percentage check for that round of combat, and the defender wins in his 20%, by DEFINITION the other unit does not score a hit. That a 5 times higher chance to succeed.
Now, does anyone KNOW, for sure, that the system in Civ3 is a per round system? Also, can anyone confirm that which I am fairly sure of, that Civ2 was per side?
If Civ2 was per side and Civ3 is per round, that will compound the already statstically screwed up Civ3 system into a unusable mess. Oh wait, I think that's what we have...
Venger
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