Spearman 1 : 0 Tank

I doubt that'll really change the scale of things if you lose one supposed tank though. Personally I don't mind the possiblity of this but yes they could introduce more advantages to more advanced units but not always. I can see a swordsman overtaking a (hypothetical) industrial age scout unit.
 
As I see it, the more 'variables' you add into the combat system, the less likely that sheer LUCK will play into getting really bizarre results.
The biggest cause of the whole 'spearman vs Tank' thing is the:
A(attacker)/A(Attacker)+D(Defender) for determining who does the damage. It does NOT follow that if unit A has a 65% chance of hitting unit B, then Unit B has a 35% chance of hitting unit A-yet this is what the above formula assumes!!! My sense is that it should be attack/counter attack! Unit A might have 65% chance of hitting unit B, but Unit B might have only a 10% chance of hitting Unit A (or, who knows, it might have a FIFTY PERCENT chance to hit!) The fact, though, is that the two are NOT neccessarily related, and a chance exists that NEITHER side will knock off a hp!
Of course, increasing the HP range would also help, as would having variable damage levels and armour to subtract from damage done!

P.S: Actually, its funny but, on calculating the 'tank vs Spearman' scenario using the existing system and my preferred system, the combat values are the same-i.e. 89% chance for the tank, and 11% chance for the spearman. What makes MINE different, though, is that if the rng got a .9 or higher, then the tank recieves damage, wheras in MY system it simply indicates a MISS!! For the spearman, though, any result greater than .12 is a miss-resulting in far, far fewer LUCKY hits!!

Yours,
Aussie_Lurker.
 
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