Either way, I think making it additive is 100% a better path to take since it is much easier to calculate for a player for future attacks, as in, okay I’ll kill this archer with my horseman and that spearman with my archers, leaving this swordsman naked of flanks at X total combat power which I can then kill with 2 flanking spearman, or something like that, a la chess. If it’s multiplicative it’s not very straightforward.
It's easier to calculate what effect flanking has on your damage when it's a multiplier, especially so with a 10% base. And much harder to factor in what a value of 5% has in overall damage when you've already got 40%. The higher your damage from other sources the weaker flanking becomes. I don't know how and why this sounded like a good idea.
You guys are confusing this. I don't see rear units supporting a flank as AI friendly, or player friendly for that matter, because you'll find yourself moving a lot more units to adjacent
before the attack. Normally either your units can be a next to an enemy, or they can't. Now I have to think about what unit to support with a unit who is ranged or can't attack anything. While you should probably do it anyway, now you to have move your entire army before making an attack just to maximize that flanking bonus. Or alternatively for example, say you have a 'straight' line of units, you can use 2 horseman who are behind that line and chain 5 flanking attacks by moving those 2 units 1 movement at a time between each attacker at a time.
What tu_79 highlighted as optional flanking in post #152 is actually the way it works now. Remember you are the attacker and they are the defender. Their is 8 ways to do this and opposite is to double dip.
Positive for friendly units adjacent to the defender (Or a positive modifier for each of your units adjacent to theirs) (Old)
Positive for enemy units adjacent to the defender (Or a positive modifier for each of their units to adjacent to theirs) (New - Rear flanking)
Negative for friendly units adjacent to the defender (Or a negative modifier for each of your units adjacent to theirs) (X) Well that doesn't make sense, the opposite of #1
Negative for enemy units adjacent to the defender (Or a negative modifier for each of their units adjacent to theirs) (X) Doesn't make sense, the opposite of #2
Remember, you are the attacker. So because of the way flanking works (applying a malus against you instead of a bonus for them even though you are the one attacking when outnumbered) below their positive is actually your negative. Otherwise you'd be double dipping.
Positive for friendly units adjacent to the attacker (Or a positive modifier for each of your units adjacent to yours) (New - Rear flanking)
Positive for enemy units adjacent to the attacker (Or a positive modifier for each of their units adjacent to yours) (Old) As above, their positive here is actually your negative, you receive the (negative) modifier.
Negative for friendly units adjacent to the attacker (Or a negative modifier for each of your units adjacent to yours) (X) Doesn't make sense, opposite of #5
Negative for enemy units adjacent to the attacker (Or a negative modifier for each of their units adjacent to yours) (X) Does make sense, opposite of #6
I think if you want to fix this you stick with the old way of flanking and only apply flanking bonuses
from units who are adjacent to both the unit being attacked and the unit doing the attacking, and fix the conceptual bug illetori mentioned where the defender gets flanking bonuses as well. Dropping the bug alone would hold the most true to the concept of flanking, while also restricting adjacency would make it the simplest it can be for the AI. Anything other then that and you shouldn't call it flanking.
Also the post above by Questdog in the second pic the flanking bonus doesn't appear to be apply.