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geofrey
Postmaster General
Joined: 31 May 2011
Status: Offline
Points: 1013
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Topic: Commander Health Calculation Posted: 17 Jul 2012 at 19:44 |
Silent/Steadfast wrote:
gameplayer wrote:
it would be nice to change but also fun to have a variable random death factor added to more mirror real combat and also add a twist of chance to every encounter, that way a smaller weaker group will always have a very slim chance of victory against a larger foe
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So much for staying with the topic. |
I looked for an option to mark the question answered and close threat... but no such luck.
Luna, i swear on the great city of Blackstone to sacrifice 13 livestock to audrey if you can find a way to implement a "mark question answered, lock thread" option.
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Silent/Steadfast
Postmaster
Joined: 03 Jun 2011
Location: Pacific County
Status: Offline
Points: 553
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Posted: 17 Jul 2012 at 19:31 |
gameplayer wrote:
it would be nice to change but also fun to have a variable random death factor added to more mirror real combat and also add a twist of chance to every encounter, that way a smaller weaker group will always have a very slim chance of victory against a larger foe
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So much for staying with the topic.
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"Semantics are no protection from a 50 Megaton Thermonuclear Stormcrow."-Yggdrassil (June 21, 2011 6:48 PM) "SCROLL ya donut!" Urgorr The Old (September 1, 2011 4:08 PM)
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twilights
Postmaster
Joined: 21 May 2012
Status: Offline
Points: 915
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Posted: 17 Jul 2012 at 11:58 |
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it would be nice to change but also fun to have a variable random death factor added to more mirror real combat and also add a twist of chance to every encounter, that way a smaller weaker group will always have a very slim chance of victory against a larger foe
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dunnoob
Postmaster
Joined: 10 Dec 2011
Location: Elijal
Status: Offline
Points: 800
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Posted: 17 Jul 2012 at 00:22 |
Rill wrote:
I hate to see my commanders with 500 health barely lose a battle and all kick the bucket. |
Hm, so far my commanders got away with 200, dropping below 100 would take them two heavy losses in a rather short period of time, because they can gain 96 in 24 hours.
Long term I intended to get them at 10 heroism, 10 best personal defense, 10 uncanny sense, 55 divisional skills (four defense + one offense), 10 forced march, 2 vitality (= 200 HP), 1 healing (= 4%), 2 force of will for a total post-graduation level 100 soon™ (= not this year). Don't make this too hard for smaller/newer players, please. 
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geofrey
Postmaster General
Joined: 31 May 2011
Status: Offline
Points: 1013
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Posted: 16 Jul 2012 at 22:57 |
Rill wrote:
it would indeed be awesome if in the event of a losing battle commanders with extra health at least killed some extra troops or something. Or perhaps lost the battle but still survived?
I hate to see my commanders with 500 health barely lose a battle and all kick the bucket. |
The simplest equation would be something like:
strength_X = (C_Health/100)(C_bonus_X)
C_Health = current commander Health C_Bonus = Commander Stat for a specific attribute (defense vs cavalry for example) strength = Actual combat strength for the commander X = specific attribute. attack or defense vs infantry/spears/bows/cavalry.
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Rill
Postmaster General
Player Council - Geographer
Joined: 17 Jun 2011
Location: California
Status: Offline
Points: 6903
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Posted: 16 Jul 2012 at 22:34 |
it would indeed be awesome if in the event of a losing battle commanders with extra health at least killed some extra troops or something. Or perhaps lost the battle but still survived?
I hate to see my commanders with 500 health barely lose a battle and all kick the bucket.
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GM Stormcrow
Moderator Group
GM
Joined: 23 Feb 2010
Location: Illyria
Status: Offline
Points: 3820
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Posted: 16 Jul 2012 at 22:24 |
Silent/Steadfast wrote:
A commander's health is only relevant in case of a victory, and has no effect on the outcome of a battle. |
/me starts thinking further on this. ty S/S...
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geofrey
Postmaster General
Joined: 31 May 2011
Status: Offline
Points: 1013
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Posted: 16 Jul 2012 at 22:20 |
Silent/Steadfast wrote:
A commander's health is only relevant in case of a victory, and has no effect on the outcome of a battle. |
thanks for the info.
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Silent/Steadfast
Postmaster
Joined: 03 Jun 2011
Location: Pacific County
Status: Offline
Points: 553
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Posted: 16 Jul 2012 at 22:15 |
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A commander's health is only relevant in case of a victory, and has no effect on the outcome of a battle.
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"Semantics are no protection from a 50 Megaton Thermonuclear Stormcrow."-Yggdrassil (June 21, 2011 6:48 PM) "SCROLL ya donut!" Urgorr The Old (September 1, 2011 4:08 PM)
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geofrey
Postmaster General
Joined: 31 May 2011
Status: Offline
Points: 1013
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Posted: 16 Jul 2012 at 22:12 |
How does Commander Health calculated in terms of the battle... Example: Attacking Army: Commander: T1 Infantry (dwarves) health is 400, attack is 1000 Units: 100 infantry t1 (dwarves)
defending army: Commander level 0 t1 archer (dwarves) troops: 5,000 t1 bows. (dwarves)
Obviously the Defending army will win the battle. Does the additional health of the attacking commander allow him to stay in combat and do more damage than if he had the base 100 life? Is his health irrelevant in the case of defeat?
I know 1 benefit of adding commander health is repetitive attacks don't take as much of a toll on them. But that is only if they are victorious. Is there any benefit to extra health in the event of defeat?
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