[to_xp]Gekko;11314025 said:that's kinda the point, 100% chance helps both player and AI
I think it hurts the player and the AI. Why is it 'good' that combat is certain (besides taht players can reload but the AI can't)?
Best wishes,
Breunor
[to_xp]Gekko;11314025 said:that's kinda the point, 100% chance helps both player and AI
I just lost Auric Ascended to a mage at >99% odds. What did you expect me to do?
Ok, in this case I may reload. I mentioned that Chalid is a game changer, so is Auric Ascended. Or you can view that you effectively 'lost' the game on a 1% chance and are restarting at that point.
Or maybe you shouldn't attack with Auric Ascended even at 99% ....
In general, I view the issue as follows:
I remember a similar issue in a wargame - my opponent went out with a carrier unescorted in a WWII game, and I had a 5% chance of finding it and sinking it with a sub. The carrier could have gotten some of my convoys. I found it and sunk the carrier, and he bewailed his bad luck. I calculated that it was a bad move, the carrier was worth more than 20 times the value of what it can sink; of course it was unlucky, but there is a strategy point. 95% is NOT 100%.
But I do admit Auric Ascended is a little different, since you basically play the whole game around summoning him and it should be fun watching him stomp everyone after spending 300 turns to get him there.
Best wishes,
Breunor
I think it hurts the player and the AI. Why is it 'good' that combat is certain (besides taht players can reload but the AI can't)?
Best wishes,
Breunor
Because the crux of strategy is making informed decisions. Informed decisions lose potency with random chance. Removing random chance is almost always a good thing when looking to improve strategic elements. When you get to the point that your unit has a 1% chance of losing a battle, losing that unit basically flushed your informed decision down the toilet.
Because the crux of strategy is making informed decisions. Informed decisions lose potency with random chance. Removing random chance is almost always a good thing when looking to improve strategic elements. When you get to the point that your unit has a 1% chance of losing a battle, losing that unit basically flushed your informed decision down the toilet.
I think the difference is that soem of us are looking for more of a roleplaying fantasy scenario than a true strategy simulator. If I want a strategy war simulator I play Empire: Total War (or Shogun 2). What I want here is playing something different where I can have my unique hero units slaughtering dozens upon dozens of weak units without fear of losing them (wounding is certainly in the cards though) until they face off against an enemy of similar strength. If I can do that by using the secrets of temporal magic to go back and try something different, often I will.
I think the truth is that there is no "wrong" way to play. If you consider reloading cheating, then you aren't going to do it. If you can justify it, you will and this thread is for those of us that like to reload and to share our reasons why.
Totally disagree. If you have a powerful unit attacking a weak unit and there is a 1% chance, it is a bad decision if the unit lost is worth 100 x the weaker unit.
This reasoning is insane as it means that more powerful units would become increasingly worthless as the chance of losing them would become an increasingly poor decision.
In any case, you asked a question, I answered it. Your own arguments fail to explain why losing a unit at 1% chance brings any sort of strategy to the game. It's not like you can plan out how many combats it will take for that unit to die as it could be the first one or the 50th. All it does is prevent you from using a unit that you built specifically to use.
In addition, you seem to be forgetting that units take damage on victory. Just because your unit won that combat doesn't mean it is safe from an assassin attack or that it's next assault will have the same level of success. Keep in mind that fall from heaven with it's rediculous experience gains and unique heroic units has a special reason to coddle high tier units beyond what vanilla does, and even vanilla would have been better for this. Losing a tank to a spearman is STUPID.
Bottom line: If the game can be programmed to include 100% combat chance, it should.
I did explain why losing units at 99% brings strategy to the game (7 posts above, last paragraph), I can't explain it any better. I'm not going to argue the point any more. Obviously some people like 99% to be 100%, some people don't.
Or maybe you shouldn't attack with Auric Ascended even at 99% ....
In any case, you asked a question, I answered it. Your own arguments fail to explain why losing a unit at 1% chance brings any sort of strategy to the game. It's not like you can plan out how many combats it will take for that unit to die as it could be the first one or the 50th. All it does is prevent you from using a unit that you built specifically to use.