Roland Johansen
Deity
I like Roland's model, but I would suggest a slight modification: Let's make the patrol's behaviour not a function of its hitpoints but of the actual combat odds.
Thanks.
I understand that you would want to change it in that way. It is in line with the rest of your logic, the way you want the patrol function to work. However, I don't know if it will work too well in this game. Some units will have to behave somewhat suicidal in order that others may be victorious.
My C++-skills are also very limited, but in my tests I haven't encountered any problems yet. Maybe there are better ways to implement it. So what do you think about that? How would you adjust the "coward-threshold" (40%)? Did I miss any loopholes for exploits?
Every game rule can be exploited, the only thing that we can achieve is to limit the amount of exploitation. In this case a single battleship (or missile cruiser) could pillage the sea food resources protected by several destroyers while those destroyers just watch. In civ4, even a small strength difference leads to lopsided combat odds.
The reason that I would go with the hitpoint based percentage is because it is based on the idea already used in aerial interception. It allows softening of the enemy (which is sometimes needed), but it stops severely hurt units from automatically intercepting (in a suicidal manner). I also don't mind the situation where a single pillaging destroyer kills several healthy frigates on patrol duty (or the other way where a single destroyer on patrol duty kills several pillaging frigates). So I don't try to stop that situation which you do try to stop.
)
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BwdYeti!
Thanks a lot!
Destroyers unsuccessfully trying to stop it. I'd strongly prefer to deal with the Battleship during my turn, when I have several options like softening it with Airships/Airplanes/Missiles/Flanking Subs or moving in healthy units from somewhere else. The mentioned risk is of course equal to the combat odds of the pillager, which in turn strongly depend on the hitpoints of the defender (2.5-ic relation) so hitpoints are already factored in as well.
Right now I'm testing something like 23% to limit the number of sacrificed patrols to one/two so that the second/third patrol succeeds in killing the pillager.
) Air Combat (thanks for the tip Roland) I even more dislike drawing any parallels between the two patrol missions. Because of the high iRoundDamage (50 HPs) an inferior, but healthy Airplane has a very good chance of 26% to destroy an aggressor of double strength and a 56% chance to inflict major damage to it so that following combats are successful and the unit didn't suicide for nothing. These kind of "lucky punches" would occur a lot less often during sea combat where iRoundDamage is a function of the units strength. That's why I like "flight" better than "fight" for patrolling ships.
blush:




