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purerogue3

 
   
Famous Hero
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posted June 20, 2025 05:35 PM |
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New Combat Mechanics
Back in KB, units only had HP, damage, and level. Heroes did not have attack or defense but had spell power and "# of spells".
While I have never seen it enunciated anywhere, 'lvl' modified dmg between units of differing levels, to the extent a peasant couldn't hurt a dragon (?)
H1 brought in att/def to units, kept the now redundant 'lvl' stat, and gave heroes att/def too, bringing in the current (H3) combat mechanic.
The problem is, 'lvl' has no use, and att/def stats between units and heroes are fungible, reducing combat elegance.
The second consideration is magic, the great equalizer, which doesn't change between KB and H3, and lvl.1 HP is the same as lvl.7 HP.
However in KB lowly creatures had much higher dmg to HP ratios, whereas highly creatures were much harder to damage conventionally. In balance, they were 'worth' the same.
This changes with the intro of the def stat when lowly creatures no longer hit above their HP, effectly making them good fodder and highly creatures the only ones worth targeting with damage spells.
This is a bad combat system which I set to resolve with retrogradation, -giving lvls meaning and magic damage not an afterthought.
[to be elaborated]
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purerogue3

 
   
Famous Hero
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posted June 20, 2025 08:39 PM |
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A creature attacks another of higher level at penalty 3/2*:
eg. lvl.1 vs 2-7: 1.5, 2.25, 3.38, 5.06, 7.59, 11.39 (/dmg)
If def is equal or lower lvl -> no change
So you always want to attack high lvls with the highest lvl you have, but attacking lower lvls you should also use the lowest(equal) lvl and save your high lvls to attack other higher lvls.
A bunch of rable fears a few demons, but the demons enjoy no particular advantage dispatching lots of lowlys.
Demons, though limited in HP and dmg (not accounting for their halving attack) hold their own against dragons and other snobby creatures - it's not particularily economic to have them face hordes of lvl 1-3.
Giants, being high-lvl shooters, can damage dragons effectively, but their boulders fly past diminitive critters.
Paladins should be used to slay dragons, cavalry are quite effective, swordsmen can do some damage, pikemen start to fret, forget about militia it's just a waste.
Get the idea?
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Drakon-Deus

 
      
Undefeatable Hero
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posted June 23, 2025 04:06 PM |
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purerogue3 said:
Get the idea?
I get it. Sounds like a good change to me.
____________
Horses don't die on a dog's wish.
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purerogue3

 
   
Famous Hero
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posted June 23, 2025 09:47 PM |
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Glad you like it.
Not that the existing system is beyond repair but not having 'attack'/'defense' stats eliminates the "descent in oblivion" where might and magic heroes resemble each other after n levels, the problematic scaling of damage on both ends of the attack-minus-defense range, and stops it being a math game and instead where only two stats (dmg and lvl) matter but not additively but rather multiplicatively.
The 'feel' is much nicer when you think about units this way, rather than an attack/defense 20 unit (vs 0) does or takes EXACTLY double damage, but this CHANGES exactly in DIFFERENT ways when you move away from this number. It's enough to drive anyone nuts and expects us to 'believe' creatures act this way.
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baronus

 
     
Legendary Hero
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posted July 14, 2025 11:05 PM |
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But att and def points gives lvl. We have lvl of Attack and of Deffence. Its better than one lvl.
For KB it works as.. 1 point gives 20% more Attack so dragon has 200% damages aggainist peasant. Peasant has... 0%. 6-1= 5 x 20% = 100% reduction.
Heroes system od much much better because reduction limit od 70% so now you always are danger for high lvls. But low lvls are to weak and needs boosting! They have penalty.
Another thing is lack of diversity for heroes. Always tys same style. It needs hero characteristics reworkjng...
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