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Topic ClosedNew commander vitality behavior

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HonoredMule View Drop Down
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Direct Link To This Post Topic: New commander vitality behavior
    Posted: 14 Apr 2011 at 16:05
This is in response to the 13 April 2011 update fixing commander vitality, the ensuing question of whether survival should always rely on defy death, and whether commanders can lose more than 100 hp in a single sortie.

I think that killing a commander based solely on the points he loses is probably a good thing if this also means when an army faces greater forces and loses, he takes greater than 100% damage.  For example, if one army is twice (200%) as strong as the other in the relevant stats, the weaker army should lose all (100%) of its troops as now, but each commander loses 200% of 100 hitpoints = 200hp.  Only commanders with plenty of investment into high vitality would be sure to walk away from strongly outnumbered fights.

And corollary: having a commander fight multiple failed sorties against a nearby foe instead of one big one should be a valid tactic for optimizing kills vs losses--it's basically guerrilla warfare.  Also, it would not be an overpowered method because its use is limited by the available hit points of living commanders and also would be most effective when stacking multiple commanders in an attack to get the most reusable strength in the sortie.
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col0005 View Drop Down
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Direct Link To This Post Posted: 15 Apr 2011 at 15:12

So what happenis with a commander with 1 hp who recieves 200% damage and therfor 200 dammage points surely the commander shouldn't inflict its full normal damage.

I'd like to suggest it would also be good to make room for new skills or units that target the commander thereby making it possible to kill a commander with 100% health


Edited by col0005 - 15 Apr 2011 at 15:15
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