As has been mentioned, Armor is effectively a hit point value, and HP's have been standardized at 10. Armor basically divides damage... effectively multiplying the standard HP value.
There is really no purpose to having 2 values for what is the same thing.
We've got a few choices
I'd suggest that Armor be used for "immunity"... that is Attack values *LOWER* (modified? unmodified? thoughts?) than the Armor value are ignored and cause 0 damage.
Thus Spearmen can NEVER hurt Tanks... unless their attack value is modified to be above the Armor value of the Tanks (that is... if we go the modified route.)
We'd probably need and want very few units to have immunity, if at all... but it would probably be a very useful property... particularly for scenarios.
There is really no purpose to having 2 values for what is the same thing.
We've got a few choices
- Leave it as it is. No downside... but no upside either
- Ignore/remove Armor, use HP for unit hit values. We have finer control over how much damage a unit can take... in 10'ths of the current system
- Use HP for unit hit values and make Armor a useful property. Again.. finer control over how much damage a unit can take... and allows for differences in damage resistance beyond HP's and Defense.
I'd suggest that Armor be used for "immunity"... that is Attack values *LOWER* (modified? unmodified? thoughts?) than the Armor value are ignored and cause 0 damage.
Thus Spearmen can NEVER hurt Tanks... unless their attack value is modified to be above the Armor value of the Tanks (that is... if we go the modified route.)
We'd probably need and want very few units to have immunity, if at all... but it would probably be a very useful property... particularly for scenarios.
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