Re: Working low n battle system.

i just got this incoming..... it was really fun defending. my defending troops were unequipped, no magical effects in place, and a less than 10% defence tower.

utcome:    Repelled
Attacking Units
Unit    Amount    died
Spearmen    80    33
Archers    80    80
Horsemen    40    15
Defending Units
Unit    Amount    died
Executioners    110    9
Witches    69    13
Attacking special units
Wizard lvl 3    died

just that guy... remember him? didn't expect you to...

Re: Working low n battle system.

I think this game is overly dependent on strong horse units and run spells. The run spells are too high percent and the gual calvary are way over powered. Now it seems the thing to do everyone that is dark elf can just split up all their calv and attack to gain runes with run spell making the enemy never succeed at combat. It is one thing to be an effective strategy and another where its the thing that everyone uses and its too effective. Foot soldiers are getting to be useless defensive units anymore.

Re: Working low n battle system.

invisibleman wrote:

I think this game is overly dependent on strong horse units and run spells. The run spells are too high percent and the gual calvary are way over powered. Now it seems the thing to do everyone that is dark elf can just split up all their calv and attack to gain runes with run spell making the enemy never succeed at combat. It is one thing to be an effective strategy and another where its the thing that everyone uses and its too effective. Foot soldiers are getting to be useless defensive units anymore.

Yeah.  With no accurate march time mitigation horses are really the only way to go.  I have seen on speed that attack is guals, witches are not used and execs are defense.

And God Said:
Δ*D = ρf                   Δ*B = 0
ΔxE = -δB/δt            ΔxH = Jf + δD/δt
and THEN there was light.

Re: Working low n battle system.

My units work fine in fighting. But the problem lies in the run away before they even lose hardly any troops. For example they can run after 11 out of 70 troops die just because theres a high 25% run rate spell. At least the old half left system made a bit of sense in terms of being scared cause half of the regiment died. Now they run if a coin comes up heads or tales.

Last edited by invisibleman (2010-06-14 20:42:13)

Re: Working low n battle system.

invisibleman wrote:

My units work fine in fighting even witches work well if one solid big regiment. But the problem lies in the run away before they even lose hardly any troops. For example they can run after 11 out of 70 troops die just because theres a high 25% run rate spell. At least the old half left system made a bit of sense in terms of being scared cause half of the regiment died. Now they run if a coin comes up heads or tales.

I feel your pain.

And God Said:
Δ*D = ρf                   Δ*B = 0
ΔxE = -δB/δt            ΔxH = Jf + δD/δt
and THEN there was light.

Re: Working low n battle system.

DoomPope wrote:
invisibleman wrote:

My units work fine in fighting even witches work well if one solid big regiment. But the problem lies in the run away before they even lose hardly any troops. For example they can run after 11 out of 70 troops die just because theres a high 25% run rate spell. At least the old half left system made a bit of sense in terms of being scared cause half of the regiment died. Now they run if a coin comes up heads or tales.

I feel your pain.

What if we make it so archers don't run away until there are low cavalry/footmen troops?

The easy part was getting the brain out! The hard part was getting the brain out

Re: Working low n battle system.

invisibleman wrote:

My units work fine in fighting. But the problem lies in the run away before they even lose hardly any troops. For example they can run after 11 out of 70 troops die just because theres a high 25% run rate spell. At least the old half left system made a bit of sense in terms of being scared cause half of the regiment died. Now they run if a coin comes up heads or tales.

I dunno if it always holds though.  I hit a village recently that could not have had any defensive spells running... honestly, I should have just steamrolled them what with better numbers and a stack of pretty good spells, including one of the Fear spells successfully being cast.  Most of their regiments fought to the very last man - in spite of the fact that it's got to be almost impossible to do that once, let alone over seven regiments.

Contrary to what Doompope said in the first couple of posts, I don't believe that with what's happening, that the current system is scalable at all.  It just means that battles have the opportunity to be much more expensive than on stable - with no runes.

______________________
Edit:

Voldtekt wrote:

What if we make it so archers don't run away until there are low cavalry/footmen troops?

They are already not running.  Granted, it's not by design... but they just won't run.

Last edited by Hellikin (2010-06-15 05:09:30)

7 x 13 = 28

Economics today is a race between economists striving to build bigger and better idiot-proof economic or financial models or programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning...

Re: Working low n battle system.

Hellikin wrote:

Contrary to what Doompope said in the first couple of posts, I don't believe that with what's happening, that the current system is scalable at all.  It just means that battles have the opportunity to be much more expensive than on stable - with no runes.

Your the stats expert smile

I just don't like the coin flip.  If it is working or not, I don't like battles being determined by a 50/50 chance.  Now, I am all for a degree of random.  The old system was boring.. attack someone and lose about half your troops?  Lost.  Lose little troops... Win!  While now its just a crap shoot.  I would not be hurt of the RNG was removed totally and we then just had a large n of modifiers.  I mean even with 15-20 small % modifiers in a battle the battle would not be predictable, and seem random for the most part.


One idea though.  Could we have a 'debug' battle report?  This would show all the raw numbers in battles.  This way it would be easy to see if the RNG was working or no.

And God Said:
Δ*D = ρf                   Δ*B = 0
ΔxE = -δB/δt            ΔxH = Jf + δD/δt
and THEN there was light.

Re: Working low n battle system.

I dunno about expert anything... I initially did not see any really big problem here.  My mistake, clearly.  I've thought of something even worse:

Before, it was not too big of a deal right?  You get repelled, even though your regiments fought down to 1-2 guys before fleeing just because the opposing regiments held on for at least as many, or one guy more.  Not a big deal with a regiment of 10-30 guys.  It's a very big deal when you are talking about regiments of 200+ ... that is a real problem.

In the start of speed 1, we found that players who logged off for more than 5-6 hours logged back in and found rubble.  Modifications were made to keep a village from being entirely stripped of def troops... but the thing is, now if someone hits that village before the owner can retrain, they are going to find NO defensive troops.  Their "good luck" in repelling means that the next hit is going to be a 100% victory, there is nothing left to defend with.

The cost to retain all of those guys (not mine, my attackee) is going to be pretty high.  I don't know how many resources that village had, but I'm pretty sure they are going to have a lot of trouble affording such a high cost.

Last edited by Hellikin (2010-06-16 03:48:35)

7 x 13 = 28

Economics today is a race between economists striving to build bigger and better idiot-proof economic or financial models or programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning...

Re: Working low n battle system.

If resources are the issue we should just be investing more runes into res and silos.

The easy part was getting the brain out! The hard part was getting the brain out

Re: Working low n battle system.

Voldtekt wrote:

If resources are the issue we should just be investing more runes into res and silos.

That's... not quite my point.  But also related to that is the fact that this poor guy has got some serious retraining time, even if he's got resources. 

The bottom line is: "yes, the system is not working properly" ... AND... "the problem will begin to be magnified with increased village sizes."

7 x 13 = 28

Economics today is a race between economists striving to build bigger and better idiot-proof economic or financial models or programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning...

Re: Working low n battle system.

Unit      Amount      died
Witches     20             20

Luckily the other unit I sent ran quickly neutral

And God Said:
Δ*D = ρf                   Δ*B = 0
ΔxE = -δB/δt            ΔxH = Jf + δD/δt
and THEN there was light.