Frogboy writes:
HP is an abstraction that allows a more realistic simulation of a battle.
You take your elite soldier who has 1 attack and 1 defense and give him 1000 HP and he's going to be able to take on a LOT of 1 attack 1 defense peasants.
By contrast, give that same elite soldier 10 attack and 10 defense and it's going to be purely luck on how many guys he's going to take out. The first guy could get a good roll and zap the elite guy.
While luck plays a roll in any battle, it should not be the deciding factor.
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Well I thought I addressed this experience equals life problem several months ago, but somehow it's still lurking. So it's getting it's own thread because this logic is seriously flawed.
If you have an elite soldier and a regular peasant with both units wearing only leather and paralyzed why would the elite soldier be more difficult to kill?? I'm pretty certain jamming my short sword thru the ear of the paralyzed elite soldier would kill him just as easily as the paralyzed regular peasant. Second point is why would the elite soldier survive a bolt of lightning as a minor wound when the same lightning strike would turn the regular peasant to ashes?? If a large tree falls on the paralyzed elite soldier why would it only be a minor wound yet completely squash the regular peasant??
Experience/Training means more likely to survive in battle against opponents not more likely to survive against the actual damage which arrives. The bonus of life from maximum experience should be around 10% of the base hitpoints. Currently it seems the ratio is elite soldier with 1000 HPs and a regular peasant 100 HPs.
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RECOMMENDED SOLUTIONS:
The question is how do we provide a combat mechanic which can allow elite soldiers to survive many attacks from untrained soldiers without tainting the effects of paralyzing spells such as sleep, stun, frozen and keeping instant damage such as lightning accurate. I've provided three examples which work better:
1) Using the Levels of Training = It seems the game will have different levels of trained soldiers which might appear as Basic Soldier, Trained Soldier, Advanced Soldier, Expert Soldier, Elite Soldier. I agree the elite soldier should be able to fight perhaps 10 soldiers and win, but pumping with only life has its flaws. This first suggestion is for the game to reference the 'elite' status itself when calculating an enemies chance to hit. For example each basic soldier equipped with a club normally has a 65% chance of successfully striking another basic soldier. The trained soldier is 1 level higher and thus when the basic soldier each strike has two rolls against the 65% and only if both are successful does damage arrive against a trained soldier. The elite soldier status is 4 training levels higher and thus the basic soldier will have each attempted strike needing five successful rolls against the 65% and only if all five are successful does damage arrive against the elite soldier. Now an elite soldier has increased survival on the battlefield while still keeping instant damage and paralyzing accurate. If Stardock feels an elite soldier is struck too frequently than each level of training can also reduce the percentage of by an additional 2% or 5%.
2) Adding the Dexterity attribute = The definition of dexterity is the skill or adroitness in using the hands or body; agility and cleverness which merges well with training because a trained soldier is more clever in battle and more skilled wielding weapons and a shield. As soldiers become more trained their dexterity increases which can be used for determining whether the soldier has successfully blocked, deflected or dodged an enemy strike. The elite soldier will have high dexterity and would rarely be harmed by two trained soldiers in melee combat. If desired Stardock could also include a percentage chance for dexterity to reduce a small amount of damage which arrives from a successful melee strike to further increase the value of dexterity.
3) Providing Defensive Bonuses = As soldiers increase their training they receive offensive and defensive skills, depending on the nation depends on what skills are available. A basic soldier has one offensive and one defensive skill and each level of training adds one offensive and one defensive bonus. An example of the defensive skills would be block, deflect, parry, dodge, redirect, etc., etc., . Examples of the offensive skills would be critical strike, penetrating strike, knockdown, dual wielding, blinding strike, bone breaking strike, etc., etc., . As you can imagine an elite soldier would be very impressive to watch on the battlefield both defensively and offensively. If desired each skill can be more effective for soldiers with greater training.
I hope these can be used by Stardock so we don't see a group of 5000 elite soldiers with 500,000 Life and a group of 5000 basic soldiers with 50,000 Life thus resulting with the problems of instant damage and paralyzing previously mentioned.