[Discussion] rebalancing the weapons values for long term playability of units.

After reading a post by frog boy about how the AI cant keep up with the speed that weapons are developed, I have looked over the vales for the weapons(in black the second table) and proposed some new values in the first (green table).  At the moment the difference between the weakest and strongest weapon is 20 fold, with a prosed new value of 4. We would need to increase all units etc with a health of bellow 20 by 10 base, with a health of bellow 40 by 5 base. And all magic damage spells would need a base increase of 10. I have also pondered adding training time for each weapon.

This shoudl lead to more viarity in what is an aceptable army type and strenght, would love to hear what others think of this idea.

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Reply #1 Top

I would prefer to use Gaussian damages, rounded to ints.  Then you can devide all those damages by 10, (or at least 5). so that the damage goes between 2 and 8.

 

Ofcourse you'll also need to change the defenses to match.  If the system remains even remotely similar to the current system rolling on 1D40 is just painful to watch.

 

Of course I would also add a few more columns,  Attack(to hit modifier), swings(almost all cases 1), and number of re-rolls ( much like the combat speed but most weapons get 1, fast weapons may get 2, long weapons Like Pikes get none, and bows get 4+). 

 

for reasoning see https://forums.elementalgame.com/394023

 Robbie Price