The simplest way to solve the weird "hoplite beats tank" scenario might be to give units an extra stat-armour (not sure if this can be done though!)
Basically most ancient units will have an armour of 0.
Armoured ancient units (eg Swordsmen, legions and holpites) would have an armour of 1.
Then Middle Ages units would be 1 and 2 respectively.
Industrial units would be 2 and 3 and modern units would be 3 and 4 (or else all units after Middle Ages would be 2 and 3)
The way armour might work is in 5 ways:
1) Armour deducts from a units attack strength (AS) for the purposes of determining % chance of causing damage.
2) As above, but the Difference in armour values is deducted from the AS of the unit with the lowest armour.
3) Armour*10 is a percentage which is deducted from a units % chance of doing damage (a 3 armour unit has a 30% lower chance of being damaged than a unit with armour 0).
4) As above, but as in (2), only the Difference in armour values is subtracted.
5) Armour is used to divide the % chance of a unit doing damage (eg if a unit attacks a tank (with armour 4), and normally has a 20% of doing damage each round, then it will only have a 5% chance to damage the unit!)
If the last option were used then I would envisage units having arnour values of 1-5 (as you can't divide by 0!!!)
Anyway, it's just a minor tweak, and it doesn't hugely unbalance the game (after all, a swarm of spearmen could "eventually" overwhelm a single tank, it'd just take a lot of them!)
Now all we need to know is a) can this be done through the editor and/or b) will Firaxis pick up on this idea and include it in the Patch?
Yours,
The_Aussie_Lurker.
Basically most ancient units will have an armour of 0.
Armoured ancient units (eg Swordsmen, legions and holpites) would have an armour of 1.
Then Middle Ages units would be 1 and 2 respectively.
Industrial units would be 2 and 3 and modern units would be 3 and 4 (or else all units after Middle Ages would be 2 and 3)
The way armour might work is in 5 ways:
1) Armour deducts from a units attack strength (AS) for the purposes of determining % chance of causing damage.
2) As above, but the Difference in armour values is deducted from the AS of the unit with the lowest armour.
3) Armour*10 is a percentage which is deducted from a units % chance of doing damage (a 3 armour unit has a 30% lower chance of being damaged than a unit with armour 0).
4) As above, but as in (2), only the Difference in armour values is subtracted.
5) Armour is used to divide the % chance of a unit doing damage (eg if a unit attacks a tank (with armour 4), and normally has a 20% of doing damage each round, then it will only have a 5% chance to damage the unit!)
If the last option were used then I would envisage units having arnour values of 1-5 (as you can't divide by 0!!!)
Anyway, it's just a minor tweak, and it doesn't hugely unbalance the game (after all, a swarm of spearmen could "eventually" overwhelm a single tank, it'd just take a lot of them!)
Now all we need to know is a) can this be done through the editor and/or b) will Firaxis pick up on this idea and include it in the Patch?
Yours,
The_Aussie_Lurker.
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