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I assume we do not care about internal combat mechanics as long as we get desired outcome: one unit gets destroyed with certain probability/odds, another gets damaged to some extent. Let me know if you think otherwise and definitely want to preserve current mechanics.
Cons: we probably lose this cool fshooh-fshooh-fshooh sound and animation of multi round combat.
QuoteCons: we probably lose this cool fshooh-fshooh-fshooh sound and animation of multi round combat.That might not be a trivial consideration. Terminated combat noise, is the cue for disengagement of fast units, or standoff for land vs. sea artillery.
Weaker victor gets random damage around 100%.
QuoteWeaker victor gets random damage around 100%.I don't recall what the game actually does.
Saying Attacker is dead, Defender is all but dead, is a policy in favor of attrition. Nearly equal odds means no combat advantage can be gained. Strategically, whoever can produce more combat value in their units, will invariably win by attrition.Saying Attacker is dead, but Defender survives with 25% or even 50% HP intact, is a policy in favor of combat is risky. This would encourage players to build up large forces rather than commit small numbers of them, for fear that the luck of war could go against them.I won't be surprised if the original game actually implements a broad range of outcomes.
It does this exactly. I plan to mimic vanilla in every way where it is not critical for me.
It doesn't implement anything specifically beyond combat rounds exactly as they are described in wiki. The "broad range of outcomes" comes from random distribution.
I don't think any random outcome in 1:1 combat encourages any kind of strategy.
If you don't kill damaged survivor with second unit pretty soon it'll heal up regardless of how damaged it is.
So a defender can never hope to survive the attack of a stronger attacker without getting completely chewed up? I find that a bit hard to believe, but maybe I've been very good at avoiding being on defense lately.
The probability shape of the breadth is still a design. It can emphasize different outcomes.
Even more besides, who cares about weaker unit HP left?
That table has to be wrong somehow. a/d=0.1 describes 1:10 odds in favor of the defender. With odds that grossly favorable, the defender should be left with 10 HP. Otherwise we'd always attack with Scouts for the massive amount of damage they'd do as they committed suicide. Game doesn't work that way.I assumed the right column is the defender surviving, because that's what we've been talking about. If it's the attacker surviving... reanalyzing, BRB.
What are columns 1 through 10? Some kind of ongoing per round survival but it's not clear what's being measured.