by Crovius » Thu Feb 11, 2010 11:19 pm
Wait! How can 1 freaking flyer to 3 hits?! We really need to take a second rules at this "spreadsheet" thing. It's obviously flawed. There needs to be a SOLID random number generation method. Time cannot work because time is not the same for everyone everywhere. Your computer is a few seconds different from mine, mine's a few seconds different from the next guy's. Time is a inaccurate and ineffective method for determining random luck in combat. Personally I think we need to revamp all of combat. We need to get away from everything ADDING together and start focusing on MULTIPLICATION. Multipliers, that is what erfworld's combat was all about. We have city multipliers so far, and the Ditto mancer multiplying attacks. But we need more. Leadership multipliers, terrain multipliers, unit advantage multipliers. And then things that remove multipliers like shockamancy, that mud bomb thing, demoralization. We need simpler rules than "an excel spreadsheet formula" which, by the way, those are not accurate from one computer to another unless the computers are all using network drives to store the spreadsheets. But at the same time, we need MORE rules. And we apparently your formula sucks because everyone seems to be getting 1's, 2's and 3's 90% of the time, meaning your "random number" is scewed to the lower numbers.
The best solution for this system? We need a neutral referee. We need someone to blow whistles when someone is wrong, someone to take two sides in combat, find out what each side's final bonus is, and determine how many loses each side takes. IF we keep using a random bonus to each side, a single person should be figuring it out and that one person should be figuring it out for every combat. Because that is the only way to keep the number's consistantly random.
We need to start running with a game master, using larger world maps so it takes several turns to reach an enemy, not just 1 turn to make a city, then a second to make units and march them over to an enemy. Most of what we have is grea, but our current combat rules would only work with a larger scale. When a person can only make a handful of units in a turn, and probably can't afford to make all those units on top of upgrading cities because if they try to an enemy will be on their doorstep before the next turn begins, our combat system is broken. I've had worries about it, but never mentioned them because I thought I might of been wrong, but in the last turn alone I've seen that our combat system will not work on this cramped a scale. Everyone is too clsoe together and no one has any TACTICS. It's all about making a bunch of units and throwing enough at someone that you'll be able to wipe him out if you have at least 3 times as many units as the enemy. If we stay with the rules we have now, then we need ot clarify. A wictor does not deal 1/3 of their starting units in hits. They can't because those units aren't there any more. And anything less that a full number is rounded down, because otherwise I can just keep throwing units 2 at a time at a wall and I'
m gauranteed at least one enemy dies.
I'm sorry if I seem like I'm ranting, but the rules, the way we have them now, just won't work. That, and they require way too much work for everyone, when we could just have a single person willing to do the math. Like me, I went back, doing the math in my head, and several times the defender should have held the city, because the multiplier of a city's defense should prevent the units from taking hits, and no one is even counting the freaking city defense bonus.