I think that the combat system is fairly O.K. for the moment. I kind of like the newer hitpoint system for conscript/regular/veteran/elite levels of the units. I (like a lot of others) don't like the unreality that an Ancient Warror (by themselves) could significantly harm a modern day Tank. On the other hand, a Hord of Warriors should be able to Do Some damage to a modern unit (at significant losses to the warriors). Realistically, 200 warriors with axes can bury a tank with their bodies alone.
But what to change to "balance out" the situation? Increase the attack/defence rating of the more modern units based on what they could/should be the "ideal", thereby resulting in the 300/200/5 134/2/2 Battleship (factor of 16.67 increace compared to 1/1/1 Warrior). Or do we change the Hitpoints to reflect the "Real Damage" potential of the unit; i.e. 50 hit points for a Regular Battleship, 67 for Veteran and 84 for Elite. Maybe a combination of the two? What to do?
How about incorporating a Technological factor in the equation? Say a Privateer (1/1/3) is of tech level 3 and the Galley (1/1/3) is tech level of 1. That would be a difference factor of 2 (maybe scaled logarithmicly instead of linearly). Then a Veteran Privateer could take out an Elite Galley without sinking, but against an Elite Caravel (tech level of 2, difference factor of one), it would be a tuff fight. This would make the Combat engine more realistic but still allowing for the Massive horde effect to weight into the game.
It would also encourage the A.I. to switch to the more modern units sooner (if programmed in properly). Historically, the Zulu Army with their large numbers of Impi (with shields & Spears) did take out a fairly good sized English Rifle Brigade (with the most modern Rifle available at the time).
The actual scaling factor would have to be figured out and properly playtested, but a logaritmic multiplier seems best, from first impression.
Thoughts?
But what to change to "balance out" the situation? Increase the attack/defence rating of the more modern units based on what they could/should be the "ideal", thereby resulting in the 300/200/5 134/2/2 Battleship (factor of 16.67 increace compared to 1/1/1 Warrior). Or do we change the Hitpoints to reflect the "Real Damage" potential of the unit; i.e. 50 hit points for a Regular Battleship, 67 for Veteran and 84 for Elite. Maybe a combination of the two? What to do?
How about incorporating a Technological factor in the equation? Say a Privateer (1/1/3) is of tech level 3 and the Galley (1/1/3) is tech level of 1. That would be a difference factor of 2 (maybe scaled logarithmicly instead of linearly). Then a Veteran Privateer could take out an Elite Galley without sinking, but against an Elite Caravel (tech level of 2, difference factor of one), it would be a tuff fight. This would make the Combat engine more realistic but still allowing for the Massive horde effect to weight into the game.
It would also encourage the A.I. to switch to the more modern units sooner (if programmed in properly). Historically, the Zulu Army with their large numbers of Impi (with shields & Spears) did take out a fairly good sized English Rifle Brigade (with the most modern Rifle available at the time).
The actual scaling factor would have to be figured out and properly playtested, but a logaritmic multiplier seems best, from first impression.
Thoughts?
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