Aussie_Lurker
Deity
I am creating this thread, on Last_Conformists advice, to discuss major anomolies in the civ3 combat system-and how they could be solved for CivIV!
Now, though I have never seen a 'Spearman beats tank' scenario, I have personally seen a LOT of ridiculous outcomes for combat-both for AND against me! A major cause of these outcomes, IMHO, is the fact that the Civ3 combat system subsumes both units' ability to hit AND do damage into a single calculation-namely (AS (attacker)/(AS (attacker)+vDS (defender)).
Now, to use this in an example: if you have a tank attacking a pikeman fortified in a mountain, then the tank has a ((16/(16+6))*100)=72% chance of hitting AND doing damage to the pikeman. The problem with this, though, is that this means that the pikeman has a 28% chance of hitting and damaging the tank-which is totally ludicrous!!! So, how do we solve this situation? The answer, I feel, is 2 or even 3-fold:
1) Make combat simultaneous-this means that ALL combat occurs AFTER all units have been moved, and breaks down the distinction between a seperate attacker and defender (making it more of a melee). Instead each unit in the combat gets to attack AND defend. To use the example above, the tank will have a 72% chance of hitting the pikeman each phase, but the pikeman will also get an ATTACK, each phase, which gives it a ((1/(1+8))*100)=11% chance to hit (less than half the chance of the current system).
2) Seperate out the ability to HIT, from the ability to do damage, by reintroducing firepower and introducing armour. Firepower would be an integer multiplied by the success of the hit to yield damage potential, and armour would subtract from damage potential to yield actual damage. Again, to use the example above. Lets say that pikemen have a firepower of 2, and armour of 1, and tanks have firepower of 6, and an armour of 3. If the tank got a result of .20 (chance of .72), then it will do 0.52*6=3.1 HP damage, minus the pikeman's armour of 1 to do 2hp damage (rounded) on that hit. The pikeman, OTOH, gets a result of .05 (chance of .11) to give it a 0.06*2=.12 HP damage. Even rounded up, this will mean that any damage the pikeman does will bounce off the tanks significant armour! Even firepower alone would, along with solution (1), greatly improve the combat system!
3) Another way might be to alter attack and defense strength values (to stretch them out more) and to change the way combat odds are calculated-such as a direct Attack Strength (attacker)-Defense Strength (defender)/100 (to convert it to a value between 0.00 to 1.00) In such a system, the tank above might have a MUCH higher Attack and Defense Strength (say a 48 and a 24, respectively), as would the pikeman (say a 2 and a 6, respectivly). This would give the tank a (48-12)/100=36% of hitting the pikeman, and the pikeman a 2-24/100=-22% chance of hitting (i.e., can only hit on a 0).
Ultimately, the first two solutions could work quite effectively on their own, though a change to the values involved in the combat system could help as well!
Anyway, I would like to hear any thoughts, criticisms, suggestions??
Yours,
Aussie_Lurker.
Now, though I have never seen a 'Spearman beats tank' scenario, I have personally seen a LOT of ridiculous outcomes for combat-both for AND against me! A major cause of these outcomes, IMHO, is the fact that the Civ3 combat system subsumes both units' ability to hit AND do damage into a single calculation-namely (AS (attacker)/(AS (attacker)+vDS (defender)).
Now, to use this in an example: if you have a tank attacking a pikeman fortified in a mountain, then the tank has a ((16/(16+6))*100)=72% chance of hitting AND doing damage to the pikeman. The problem with this, though, is that this means that the pikeman has a 28% chance of hitting and damaging the tank-which is totally ludicrous!!! So, how do we solve this situation? The answer, I feel, is 2 or even 3-fold:
1) Make combat simultaneous-this means that ALL combat occurs AFTER all units have been moved, and breaks down the distinction between a seperate attacker and defender (making it more of a melee). Instead each unit in the combat gets to attack AND defend. To use the example above, the tank will have a 72% chance of hitting the pikeman each phase, but the pikeman will also get an ATTACK, each phase, which gives it a ((1/(1+8))*100)=11% chance to hit (less than half the chance of the current system).
2) Seperate out the ability to HIT, from the ability to do damage, by reintroducing firepower and introducing armour. Firepower would be an integer multiplied by the success of the hit to yield damage potential, and armour would subtract from damage potential to yield actual damage. Again, to use the example above. Lets say that pikemen have a firepower of 2, and armour of 1, and tanks have firepower of 6, and an armour of 3. If the tank got a result of .20 (chance of .72), then it will do 0.52*6=3.1 HP damage, minus the pikeman's armour of 1 to do 2hp damage (rounded) on that hit. The pikeman, OTOH, gets a result of .05 (chance of .11) to give it a 0.06*2=.12 HP damage. Even rounded up, this will mean that any damage the pikeman does will bounce off the tanks significant armour! Even firepower alone would, along with solution (1), greatly improve the combat system!
3) Another way might be to alter attack and defense strength values (to stretch them out more) and to change the way combat odds are calculated-such as a direct Attack Strength (attacker)-Defense Strength (defender)/100 (to convert it to a value between 0.00 to 1.00) In such a system, the tank above might have a MUCH higher Attack and Defense Strength (say a 48 and a 24, respectively), as would the pikeman (say a 2 and a 6, respectivly). This would give the tank a (48-12)/100=36% of hitting the pikeman, and the pikeman a 2-24/100=-22% chance of hitting (i.e., can only hit on a 0).
Ultimately, the first two solutions could work quite effectively on their own, though a change to the values involved in the combat system could help as well!
Anyway, I would like to hear any thoughts, criticisms, suggestions??
Yours,
Aussie_Lurker.