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Thread: New Retaliation Mechanic | |
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MattII
Legendary Hero
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posted May 22, 2010 05:15 AM |
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New Retaliation Mechanic
I don't know if it really bothers anyone else, but I seriously dislike the way retaliations are currently worked, and as such, would like to suggest a change.
Under my system, each unit would retaliate against every strike (except those made by units with the 'No Retaliation' ability obviously), but the damage would be reduced by some coefficient along the lines of: Quote: retaliation damage = normal damage * retaliation coefficient
In some cases (like Golems and the undead and Archers - due to their low ) the coefficient would be 1, but for most of the others it would be lower, for example, for Hell Hounds the coefficient might be 0.8, but for Squires perhaps only 0.65 or 0.7, and only 0.5 or less for .
I believe this system would improve the game because it would allow tanking units to actually tank, while forcing players to use their fast attack units more carefully.
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alcibiades
Honorable
Undefeatable Hero
of Gold Dragons
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posted May 22, 2010 08:02 AM |
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I'm not sure about this. If we had a simultaneous retaliation mechanism (á la Heroes 4) this would be an excellent feature, because it would ensure that the attacker got the advantage in the attack (which was not always the case in Heroes 4, which removed a huge tactical element of the game). With the Heroes 3/5 retaliation mechanism, you already get the advantage that you get to reduce the target stack in size and hence receive less damage than you would should that stack attack. But that's just my 5 cents. Notice that some units already have reduced or increased retaliation damage.
Another modification to retaliation mechanism that could do good in the case of current game mechanics, however, would be some sort of retaliation-damage counter. By this I mean that you don't use up all your retaliation to retaliate to a tiny stack. Let's do a thought example:
Maybe you have a stack of 50 footmen doing a retaliation. Let's say their average damage is 3 for a total of 150 damage. Now let's imagine they are targeted by a stack of 5 Conscripts (30 HP) and retaliate, thereby killing the Conscripts. This reduces the retaliation counter of the Footme by 30/150 = 20 %, so that they can still retaliate, but only for a maximum of 80 % normal damage. On the other hand, if they had been targeted by a large stack of Conscripts and had done their full 150 damage (i.e. killing a maximum of 25) they would not be able to retaliate until another turn had passed.
One could even imagine a gradual ("real"-ATB-time) filling of the retaliation counter, so that if a unit has had it's retaliation reduced to 0, then when a game-time corresponding to half the time between it's turns, it would be able to retaliate with 50 % damage, etc. Notice that this would mean that slow units take longer to fill their Retaliation Counter than fast units, which is similar to how it is now (Counter is reset immediately on gaining your turn).
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What will happen now?
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