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That's good stuff to ponder, Yitzi.Hmm...I do like your term, "rocket tag", to describe combat between unarmored Missile Infantries.
I'm thinking about your example of 1-5-1 vs 1-5-1. I'm struggling to see how this pillow-fight can result in serious destruction, or be the bloodiest based on winner's final damage.
I think 8 rounds is plenty (i.e. 4 attacks, 4 counter-attacks) for Fission units or psi units. However, for Fusion reactors, maybe increase to 12 rounds? Some adjustment would need to be made for combat between differing reactor levels.
Should combat become more destructive as reactor values increase while Weapon/Armor ratios remain similar? I can imagine advanced-reactor units staying in the fight, pressing for a victory this year, not next year. Both sides are willing and able to take more damage.
In more detail, the probabilities of the 6-1-1 vs. 6-1-1 battle would come out roughly as follows:41.4%: Initiator wins in first round, takes no damage.24.3%: Defender wins in second round, with median loss around 20%.17.7%: Initiator wins in third round, with median loss around 20%.8.58%: Defender wins in fourth round, with median loss around 50%.4.69%: Initiator wins in fifth round, with median loss around 50%.1.96%: Defender wins in sixth round, with median loss around 60%.0.881%: Initiator wins in seventh round, with median loss around 60%.0.333%: Defender wins in eighth round, with median loss around 67%.0.203%: Both combatants survive, taking damage around 67%.
Quote from: Yitzi on July 29, 2014, 03:38:41 amIn more detail, the probabilities of the 6-1-1 vs. 6-1-1 battle would come out roughly as follows:41.4%: Initiator wins in first round, takes no damage.24.3%: Defender wins in second round, with median loss around 20%.17.7%: Initiator wins in third round, with median loss around 20%.8.58%: Defender wins in fourth round, with median loss around 50%.4.69%: Initiator wins in fifth round, with median loss around 50%.1.96%: Defender wins in sixth round, with median loss around 60%.0.881%: Initiator wins in seventh round, with median loss around 60%.0.333%: Defender wins in eighth round, with median loss around 67%.0.203%: Both combatants survive, taking damage around 67%.How do you roughly calculate damage? For example, in Round#2 the victorious Defender suffers 20% damage. Would it be common to lose 10% or 30%? Is this distribution in the form of a steep bell curve?
I think part of the problem is that air units dont need armor so they are much cheaper than typical land units. There is a risk with building unarmored rovers in that if they get caught, they will likely die without putting up a fight. The risk just isnt there with air units so you get super cheap air units.
Also without any movement bonuses choppers have very limited range. 8 MPs basically means you can move 3 squares, attack 2 times then head back to base.
Because air units spend most of their time in a safe base or airbase. Unarmored rovers trekking across the map are really vulnerable once spotted.
Also since they are cheaper than rovers
But choppers dont get bonus MP from reactors as it is?
Unless you stack them with higher-armor units.
QuoteUnless you stack them with higher-armor units.Sure but for every attack rover + defence rover you make, your opponent can make more than 2 air units focused soley on weapons without worrying about armor.So for example if you have 2 attack rovers and 2 defence rovers with AAA, i have 4 (or more) choppers or needlejets. Since i have first strike, i also get the benefits of any offense abilities like sophoric pods, nerve gas, etc. You may or may not have terrain bonuses (you are going to have to cross open ground sooner or later) and even with a 50% defence bonus, its 4 attackers v 2 defenders so i can win via attrition. Once your defenders are gone, your weapon rovers are defenceless and can be picked off at my leisure.
? Wouldnt a missle air unit vs a plasma steel AAA defender be roughly 50-50?