And he doesn’t get stronger:
He has higher chances to win against a single unit but less chances against two or more since he gets more damage in a single battle.
Which is a very good thing for a fantasy, ancient or medieval setting.
While today it is first to hit wins and leaves unharmed, in those settings its 500 vs 500 soldiers in melee (or even more) and then you will have casualties
-> damaged unit.
and if you attack 500 soldiers with 5000 better equipped and trained soldiers in open field you shouldn’t loose 1 out of 50 battles.
The hero doesn’t automatically get more damage with the newly proposed system, it is just less random about how much damage he gets.
I know this is over-simplified model of combat, as the combat duration depends on how long the opponent lasts, so the number of rounds change due to the luck of how long it takes to kill the opponent, and the result is the summation of all the scenarios. But this is just a simplified model to highlight the effect of changing the number of random seed generator rolls
Let’s compare, simplify to rolling two dice, and
say scenario 1
Scenario 1:
Damage received=10*(sum of 2 dice rolls-2 )
Or scenario 2:
Damage received=10*(sum of 20 dice rolls/10-2)
in both cases:
0<=Damage<=100
Most likely damage=50
Now in scenario 1 there is more statistical variation
It is 1/36 chance of him being undamaged, so there is a reasonable chance of him escaping unscratched.
While in scenario 2, there is about 10^-15 chance of him being unscratched.
So your statement is correct, he won’t walk away unscratched. But does he really receive more damage on average?
In scenario 2, the average of 20 dice rolls is 3.5. So he is most likely to to receive 10*(7-2)=50 damage, with a little statistical variation, meaning he could possibly get 40-60 damage, with statistically very little chance of getting extremely large or small damage.
While in scenario 1, you rightly pointed out there is a significant chance he is unscratched (1/36 in this example) but then there is significantly more chance he’ll be badly hurt (1/36 chance of 100 damage, ie a ie 3% chance he’ll die. I.e. it’s a 97% battle)
While in the first scenario he has 10^¨-15 chance he’ll die, and 10¨^15 chance he’ll be unscratched.
In both these situations the most likely outcome is he’ll have 50 damage. The only difference is the standard deviation.
the real question is how much luck do you want in the game? and this is a subjective question depending on the individual player.
if you don't want any aspect of luck you could multiply it by 100, all you're doing is decreasing the statistical variation, making it more a comparison of strength, till you get to a Boolean case.
Then a 4.1st unit will always win against a 4st unit.
here is a much simpler combat code for you:
Here is the new combat code:
If attacking_unit_strength>defending_unit_strength
victory=true
Else
victory=false
End
Wouldent that make it easier?
i know that's very extreme case, I’m sure many people would disagree with the Boolean case, or maybe some people would prefer a 100% predictable case.
Excessive luck has no place in a strategy game.
i don't think you can really say one system is better than the other, it's just changing the randomness factor. So this is more of a balancing issue than a bug. In the end reduced randomness favors the stronger unit.
In the end this is a discussion about balance in the game, and how much chance is in the game. I personally think there was intended to be some chance in the game. but this is all up to the balance of the creators.
i guess it is in a way pointless to endlessly debate this since this is a totally subjective question of how much luck someone wants. some people like one balance and others will like another. there is no right or wrong, it's just a different game, with different effect of the random seed generator.