We are talking about gameplay CenturionV... To hell with reality!!! 

Originally posted by playshogi
Seems to me, if the attacker has a 60% of winning after taking account all factors, and you now run the battle 4 times, the attacker will now win more than 60% of the time. Seems to me this will make the combat results more streaky, not less and it will make it impossible to determine the worth of fortifying a spearman in a metropolis on a hill behind a river with civil defense and radio tower support.
Otherwise, this looks like a great patch.
BTW, I'd like to see the civs alphabetized on the setup screen. Sometimes, it's hard to find the civ I want.
Originally posted by Kami_Mercenary
Ok people now think about this. If your army is comprised of mostly weaker units than your enemy, did it occur to you that you mighht *deserve* to lose? If your forces are weaker than resort to diplomacy duh. Otherwise you deserve to get whipped if you're attacking someone better than you. Here's a hint. Spend some turns getting tech advances and building a better military. Then you won't have reason to whine so much because you'll stand a better chance. I mean, come on people. This is NOT going to ruin the game, if it was do you think that these people who are highly intelligent and understand the game better than we do would willingly make the game worse? Don't be dumb.
Originally posted by padlock
Just to follow up on what I said above, if reducing the amount of luck in the game is interpreted as acheiving the expected results more frequently, as opposed to skewing the statistical distribution so that the stronger unit wins a disproportionate amount of time, then the new combat method doesn't achieve that at all.
Instead, take a look at my example above and imagine that each unit had 40 hit points as opposed to 4. It would still take on average 2 units to defeat a unit which is twice as strong... the intuitive result. The only change would be that it would far more often take exactly 2 units, as opposed to 1 or 3 or 4. This would reduce the "random" element without grossly affecting the balance of the game by changing each units relative value, the way the proposed system would do.
Originally posted by Charis
As with the other examples I gave, these are still the chances to win a single hp shot. Since each fight faces multiple hit points, the actual results will be steeper than shown here. A 67% initial chance to win (2:1 like MDI vs a plain spear) would get converted by this avg-of-two process to an 83% chance for a given hp, which for vet-vs-vet combat means a 98% chance for the unit to win. (Yowza!) Let's look at T-Hawk's main concern, something like knight vs city-fortified muskets, 4 on 7 (similar to cav on rifle of 6 to 10.5). Current system, chance to win 1hp is 36.4%, and chance to win vet on vet is 22%. With the avg-two approach that Mike B suggests, 36.4% will drop down to 25% for each hp, or for the whole battle, 7.1% chance to win. He's right on target with his fear, the chance to win is three times less. Accounting for retreats and using extra fresh units to hit ones you hurt, this does mean you'll need to produce literally twice as many knights to take the same city. That's significant, and that's one of the semi-close situations, not one of the higher odds situations. I tend to agree with the comments of SirPleb, Ridgelake and LKendter in addition to the others cited.
Charis
Originally posted by The Last Conformist
DaviddesJ: I doubt the idea was strengthening the AI; it basically helps the more technologically advanced side, and on the lower and middle levels that's frequently the human.
Originally posted by Grey Fox
I'm not saying I do that. It was just a comparison. (Actually, I got a little offended by that last comment, you got no reason to judge my combat skills in Civ3 from one post.)
Originally posted by Bam-Bam
Now wait a minute, Ozy--further pushing the reliance on artillery (which the AI does not use effectively) is not a game balancing option. To me, the downside to this is that there is more likelihood that use of fast units in the pre-tank world will be severely degraded.
The game balance for combat is pretty good--perhaps a MINOR tweak or two. In fact, upping the hp by a factor of 10 is also not balancing. Perhaps by a factor of 2-4, but that remains to be seen. The fact that the proposed mod (as we understand it based on Firaxis' statements) is such a MAJOR change is what worries me the most.
You don't get it do you? I was merely doing a comparison of stats. I wasn't worried at all about the specific situation.Originally posted by Ozymandous
Grow a little thicker skin? I don't think I have faced the situation you were so "worried" about since my second game of Civ3 about a year ago. Using terrain and "artillery" type units helps a lot, too bad more people don't understand that.