New SMAC quizzes available.Test your Alpha Centauri knowledge! Chess is back.Challenge someone!
0 Members and 1 Guest are viewing this topic.
How are you generating all these numbers? Have you hooked into the game's combat routines somehow to run a bunch of trials and log the output?
Quoteevanweaver 17 hours ago [-]There have been talks at GDC and elsewhere about this...my memory is that humans don’t like being surprised by a smart AI that silently builds up resources and suddenly and mercilessly betrays and annihilates them, which is the obvious winning strategy. Humans don’t even like the random battle results to be truly random but expect them to hew very closely to the outcome of the odds as presented. The AI is grindy and unsophisticated on purpose. jcrites 4 hours ago [-]I believe you're thinking of Sid Meier's GDC 2010 keynote "Everything You Know Is Wrong" [1]. The entire talk is interesting, but section on player perception of probability is about 20 minutes in.One takeaway is to be careful about how strength numbers translate into odds. If your strength is 100 and mine is 1, does that mean I have a 1% chance to out-and-out beat you? Your armored tank shouldn't have an even 1% chance of being completely annihilated by my club-wielding warrior (that's somehow still around by then).The later Civ games have taken odds out of the equation, and I think it's for the better. Instead, the amount of damage each unit takes per combat depends on the difference in their strength deterministically. From my own perspective, this is overall more fun than 'randomly' having really strong units lose against weak units occasionally.[1] //www.youtube.com/watch?v=bY7aRJE-oOY
evanweaver 17 hours ago [-]There have been talks at GDC and elsewhere about this...my memory is that humans don’t like being surprised by a smart AI that silently builds up resources and suddenly and mercilessly betrays and annihilates them, which is the obvious winning strategy. Humans don’t even like the random battle results to be truly random but expect them to hew very closely to the outcome of the odds as presented. The AI is grindy and unsophisticated on purpose.
Randomness should be a tool, not a gratuitous end. Phalanx vs. Tank battles are annoying to some of us. It isn't about having an exploit. Even putting both those units in the same game at the same time is annoying. Granted, the Italians did actually fight the Ethiopians in WW I and lose. But it wasn't due to random die rolls.
I like this approach in principle, but designers didn't thought it through. It plays horribly with stack wipes and one turn healing in a base.These two forces you to either resolve the whole battle in a single turn, or don't even try. This is why defensive structures give only parity with attacking units in vanilla.
And AI can't into this kind of planning and even if it could it would become extremely frustrating, it's "fun" mostly because AI can't do it to you.Just get rid of stack wiping and one turn healing in bases and simple attrition strategies AI is capable of will work.
Regarding the direction you want to take it, which I don't agree with, the best solution would be to increase the chance of winning a round, if previous one was won.This way the first round would be the most important and you would have more random outcomes, without screwing HP granurality regarding artillery and disengagement.
And the idea that artillery is weak is a nonsense, it's weak in the early game, once you start dealing with stacks it's extremely powerfull as it is, especially for a base assault.The only reason, people perceive it that way is because normal combat splash damage and low armor ratings in vanilla.Which makes just attacking a stack in the open even more effective than arty, get rid of stack wipes and increase armor and arty will become essential.
Sorry didn't get what direction you don't agree with?Your increase round chance idea is brilliant. [...] Assuming I'll pass through this how do you envision such chance change?
Just get rid of stack wiping
and one turn healing in bases
And then increasing defense ratings wouldn't break the game,
Regarding the direction you want to take it, which I don't agree with, the best solution would be to increase the chance of winning a round, if previous one was won.
And the idea that artillery is weak is a nonsense, it's weak in the early game, once you start dealing with stacks it's extremely powerfull as it is, especially for a base assault.The only reason, people perceive it that way is because normal combat splash damage and low armor ratings in vanilla.
Well that's just it though. If you weaken defense by one method, and strengthen defense by another, it's likely a wash and you've likely achieved nothing.