6K Man
Bureaucrat
Quoted from the thread about naval combat:
Exactly. The complaint about losing 3 90%+ odds battles in a row isnt an RNG argument it works, probably as it was intended to. Its more that the way that combats are resolved isnt to everyones liking. So, lets look at the (other) options, for example:
1. Strongest unit always wins, and takes no damage.
2. Strongest unit always wins and takes a set amount of damage (proportionate to the ratio of the defenders strength to the attackers strength, for example)
3. Strongest unit always wins and takes a random amount of damage (degree of randomness can vary with relative strength of attacker and defender, or not)
4. Strongest unit usually wins, and winner takes no damage (the Civ1 model)
5. Strongest unit usually wins, and winner takes a set amount of damage (proportionate to the ratio of the defenders strength to the attackers strength, for example)
6. Strongest unit usually wins and winner takes a random amount of damage (degree of randomness can vary with relative strength of attacker and defender, or not) (This is the Civ4 model)
There are other ways to resolve combats you could have units not battling to the death (like how flanking units can survive battles in Civ4, only all the time), or you could even have weaker units always winning in certain circumstances (like the first combat against barbarians in lower levels of Civ4). But for the sake of argument, lets look at these 6 options.
Option 1 heavily favours the player with the stronger units and makes fighting and winning at a technological disadvantage nearly impossible, so that should be out of the mix.
Option 2 would work well for those who favour early rushes. With a small amount of units in play, a bad RNG outcome can ruin a game, but when you have a stack of 50 units, even 5 consecutive high-odds losses isnt crippling. Option 2 would make rushes easier to plan for.
Example: AI has 4 defending Archers, you have 8 Swordsmen, you can calculate that each Archer will beat the first Swordman it faces, but will suffer enough damage to lose to the second Swordsman. If the AI defenders number more than half of the attackers, the attack will fail. Depending on the damage formula chosen, you could write programs to determine exactly how many units you need in a given situation, to attack or defend. Perhaps youd need a dozen Chariots to beat 4 fortified CG1 Archers or 16 Chariots, if the Archers are on a hill. Or just 4 Praetorians? Itd be rewarding for those players who worked to get into a winning position, but a bit predictable (read: boring).
Option 3 would add a degree of randomness. Youre still losing your first 4 Swordsmen against the 4 fortified Archers and if youre unlucky, one of the 4 Archers would suffer little or no damage, so it would still be stronger than the 4 remaining healthy Swordsmen. Like option 1, this favours the side with the stronger units.
Option 4 is the Civ1 model. I remember throwing several bombers at a Mech Inf fortified at the top of a mountain and not even scratching it, until eventually one lucky bomber would beat the odds and kill the MI. The model favours the side with stronger units, because the stronger units cant be worn down by multiple attacks of weaker units. It was frustrating at times in Civ1, and it would be even worse if the units were stackable a stack of fortified Protective Longbows might be effectively invulnerable until Cannon.
Option 5 is a middle ground to option 2 and option 6. Youre still going to lose some 99% battles and win some 1% battles, but at least you wont have to deal with the I lost three times and didnt scratch the top defender scenario.
Option 6 is what we have now in Civ4.
So - pick your preferred way to resolve combats in the poll above.
And I'll add this question: Is there a way to mod the way combats are resolved?
But, it seems extreme to me because my puny human brain isn't good with probability
Also, to be clear I'm not faulting the RNG, I'm faulting the way combat works.
I agree with those who think that changing the way combat works to "smooth out" the results given, without changing the RNG, would be a good idea. I can understand those who disagree though.
Exactly. The complaint about losing 3 90%+ odds battles in a row isnt an RNG argument it works, probably as it was intended to. Its more that the way that combats are resolved isnt to everyones liking. So, lets look at the (other) options, for example:
1. Strongest unit always wins, and takes no damage.
2. Strongest unit always wins and takes a set amount of damage (proportionate to the ratio of the defenders strength to the attackers strength, for example)
3. Strongest unit always wins and takes a random amount of damage (degree of randomness can vary with relative strength of attacker and defender, or not)
4. Strongest unit usually wins, and winner takes no damage (the Civ1 model)
5. Strongest unit usually wins, and winner takes a set amount of damage (proportionate to the ratio of the defenders strength to the attackers strength, for example)
6. Strongest unit usually wins and winner takes a random amount of damage (degree of randomness can vary with relative strength of attacker and defender, or not) (This is the Civ4 model)
There are other ways to resolve combats you could have units not battling to the death (like how flanking units can survive battles in Civ4, only all the time), or you could even have weaker units always winning in certain circumstances (like the first combat against barbarians in lower levels of Civ4). But for the sake of argument, lets look at these 6 options.
Option 1 heavily favours the player with the stronger units and makes fighting and winning at a technological disadvantage nearly impossible, so that should be out of the mix.
Option 2 would work well for those who favour early rushes. With a small amount of units in play, a bad RNG outcome can ruin a game, but when you have a stack of 50 units, even 5 consecutive high-odds losses isnt crippling. Option 2 would make rushes easier to plan for.
Example: AI has 4 defending Archers, you have 8 Swordsmen, you can calculate that each Archer will beat the first Swordman it faces, but will suffer enough damage to lose to the second Swordsman. If the AI defenders number more than half of the attackers, the attack will fail. Depending on the damage formula chosen, you could write programs to determine exactly how many units you need in a given situation, to attack or defend. Perhaps youd need a dozen Chariots to beat 4 fortified CG1 Archers or 16 Chariots, if the Archers are on a hill. Or just 4 Praetorians? Itd be rewarding for those players who worked to get into a winning position, but a bit predictable (read: boring).
Option 3 would add a degree of randomness. Youre still losing your first 4 Swordsmen against the 4 fortified Archers and if youre unlucky, one of the 4 Archers would suffer little or no damage, so it would still be stronger than the 4 remaining healthy Swordsmen. Like option 1, this favours the side with the stronger units.
Option 4 is the Civ1 model. I remember throwing several bombers at a Mech Inf fortified at the top of a mountain and not even scratching it, until eventually one lucky bomber would beat the odds and kill the MI. The model favours the side with stronger units, because the stronger units cant be worn down by multiple attacks of weaker units. It was frustrating at times in Civ1, and it would be even worse if the units were stackable a stack of fortified Protective Longbows might be effectively invulnerable until Cannon.
Option 5 is a middle ground to option 2 and option 6. Youre still going to lose some 99% battles and win some 1% battles, but at least you wont have to deal with the I lost three times and didnt scratch the top defender scenario.
Option 6 is what we have now in Civ4.
So - pick your preferred way to resolve combats in the poll above.
And I'll add this question: Is there a way to mod the way combats are resolved?