Dan,
Admittedly, I've been lazy to run any sort of maths on it, but if iCollateralStrength = baseCombatStr() / 2, then the
part will appropriately give different iStrengthFactor, and therefore iCollateralDamage, values for different defending units.
Let's see, actually. With this approach, a worldbuilder-ed Barrage I Tank doing collateral to a Longbow takes 18 HP away. Against Infantry, it only takes 9 HP away. So a Barrage I tank would roughly compare to unpromoted Artillery, but Barrage on Artillery would remain more effective than on Tanks.
And I must admit I just like the simplicity of that approach
Admittedly, I've been lazy to run any sort of maths on it, but if iCollateralStrength = baseCombatStr() / 2, then the
Code:
iStrengthFactor = ((iCollateralStrength + iTheirStrength + 1) / 2);
iCollateralDamage = (GC.getDefineINT("COLLATERAL_COMBAT_DAMAGE") * (iCollateralStrength + iStrengthFactor)) / (iTheirStrength + iStrengthFactor);
part will appropriately give different iStrengthFactor, and therefore iCollateralDamage, values for different defending units.
Let's see, actually. With this approach, a worldbuilder-ed Barrage I Tank doing collateral to a Longbow takes 18 HP away. Against Infantry, it only takes 9 HP away. So a Barrage I tank would roughly compare to unpromoted Artillery, but Barrage on Artillery would remain more effective than on Tanks.
And I must admit I just like the simplicity of that approach
