I assume you want to kill that unit before it causes lot of damage to your cities defense, won't you?
True... maybe the better way in such a situation would be to have the unit have an immunity to City Attacks when Attacking tag.
@Nimek:
I'm about done here with the Damage Defenses during attacks project. I think you'll find some interesting thinking emerged during its creation. This is going to also have to open up a whole Combat Class (been planned anyhow as a sub-class of Siege: the Gatecrasher Siege CC) so we can make some promotions with limited access to go with it - and craft some pre-existing promotion access to their unique new role as well.
I'll pretty much turn the initial design and development effort on how to apply these new tags and mechanisms then over to you so you can make some proposals and Hydro and I can let you know if the values on those proposals will work and maintain some balance.
@Hydro: Suffice it to say we'll be wanting Ram style units to continue into much later in the game with some stronger versions available so if you can figure out some upgrade chains for them and find some unit arts to take them all the way into the Renaissance era, that'd be cool too.
@Koshling:
Let me know here today if you're planning to address the items in that PM by the end of the day. I have to tweak with those codes as part of the current project to enhance that mechanism a bit and would be happy to try to take care of those things you mentioned that I can figure out how to resolve. I just worry then that our efforts would overlap and cause some incompatible merge situations so I'm not sure if I can move on these adjustments now or not. If you're in the middle of it the adjustments I have there will have to wait.
@All:
I'll give a brief overview of what I've programmed here on this end so you can let me know if you think there'll be any trouble or adjustments that should be made to the mechanism before I consider it 'done' and ready for a commit.
Basically, what we're looking for in this is to have Ram style units be threatened, to actually have to move in to deal damage to the defenses of the city rather than being able to do so without any threat of retaliation by city defenders.
So we'd have to make them capable of attack. I believe they (the ram crew) should tend to be 'Short Bladed' fighters by default. But when they attack, they aren't trying to damage the defender until their job of demolishing the city defenses is complete. Until then they sit there taking hits like sitting ducks. Obviously if not attacking a city, or if defending, then they fight with their short blades.
I'm giving us the following tags:
iBreakdownChance: The % chance of dealing damage to the city defenses each round the attacker has survived combat (after all first strikes - presuming from distance at the moment - have been resolved.)
This chance is ultimately modified (reduced) by the Opponent's Repel value if any. This will make Repel an even more valuable ability for City Defenders to develop. My thinking in this is that the only reason they may not have a reasonable chance to deal their damage to the wall/gate is because they are being held back away from the wall and if not fully repelled as repel normally works, the ability to repel still would play a role in making them less likely to stay up at the wall continuing to pummel it with the ram.
Unyielding will also then be valuable for Ram units so they can ignore the Repel values otherwise impeding them.
iBreakdownChanceChange: For promotions so that the ability to successfully damage the city defenses in a round can be modified by skills, afflictions and equipments.
iBreakdownDamage: The amount of city defense % that would be reduced on a successful attack round. This is modified (reduced) as a bombard attack normally would be by the city's bombard defense values. This is NOT the limit to the amount of damage the unit can do in an attack but rather the amount it will do with EACH round it succeeds.
A ram will have the special ability to be able to, if it can survive long enough, reduce the city defenses to its minimum in one combat.
The chances of surviving through such an effort should not be all that great though as the unit will not counterattack or attempt to harm in any way the defender that's been attacked UNTIL the city is at its minimum defense value. So its just sitting there taking the shots as it tries to wear out the gate.
Once distance siege is brought to bear, these guys will be relegated to the role of mopping up what defensive values the distance siege couldn't eliminate, giving attackers a way to speed up their advance to counteract some of the many things we've done to slow them down a great deal - but at the potential cost of sacrifice of their ram units.
And clever defending players will be able to enhance repel values in their cities and on their city defenders to keep these rams from being all too effective. Against a unit that does HAVE a chance to Breakdown (the name of this ability in general), defending repel values can reduce the BreakdownChance down to minimum of 5% a round with enough repel.
iBreakdownDamageChange: For promos to help them be capable of adjusting this value. I figure a 5% Damage adjustment = 20% Chance adjustment in terms of comparable value though it's obvious that one is valueless without the other on the same unit.
Anyhow, feedback is welcome. This should be available for use soon after Koshling and I sort out who's going to do those improvements on the DamageAttacker mechanism and when. Should be by end of day tomorrow we should have it sorted out one way or another.
BTW, again @Koshling: The above noted system has one area I'm not sure how to address and I don't want to screw up that brittle crystal of complex coding. The AI selection of a best attacker should take into account that they'd want to send in Rams first against a city regardless of the odds. I've included a message on the Combat Help hover that explains that the odds are flawed if they are attacking a city due to the fact that the attacker won't be trying to harm the defender until the city defenses are completely reduced. But that doesn't mean the odds shouldn't calculate as if the unit weren't trying to use its Breakdown abilities. Still, the gap in how the AI selects its attackers becomes a glaring flaw I was hoping you might be able to assist me with.
EDIT: Looks like you already did those changes while I was working on this project and its post - just read the update in the SVN thread. Cool... moving forward then.