Jolly Joker wrote:@DL
A typical DL: he has no points and counters with an attack.
And you gave the wrong answer to the problem. The way the game works in general a system that would apply something like retaliation in parts would have to apply a randomization. Some thoughts about it:
No,I didnt attack you,I attacked your reasoning because:I gave 3 ideas(here in writting
three),one of which has been very much detailed by me,two have been detailed by other members much much earlier.I didnt throw in a half-baked idea,like you said,because it has been very thoroughly discused at least a year ago,if not even earlier.Your problem for not reading/remembering it.And out of all 3(again in letters
three)ideas I mentioned(yes,just mentioned,not detailed)you decided to focus on arguing just one,and then you dare say I have no point.Typical JJ,seeing only what he wants because he knows he is defending a sinking ship.
And those questions in third and fourth paragraph of mine werent attacks,but questions:How can you defend one halfly implemented idea(non-linear growth of damage only for casters),yet you so zealosly attacked only a mentioning of a long ago proposed idea?How come you so vigorously attacked even the posibility of changing IM because of dracogedon,yet now you defend dwarven dracogedon?
Jolly Joker wrote:
a) It's not a good idea to start on the assumption that a retaliating stack would know exactly how many warriors will have to retaliate exactly to kill the number of attackers. The defender wouldn't know, for example, whether a retaliation would suffer under bad luck or get a luck bonus. That would mean un unlucky hit might leave attackers standing, even though a retaliation of the full stack might have easily killed it. (Since (bad) luck is luck this would have to be accepted then.) But that means, the first consequence of that rule would be the possible downside, that the defense might suffer a worse result than would have been possible under the old rule. A consequential approach would be to leave it to the owning player how many of the attacked stacks should retaliate (it's a stratege game, after all)
I said minimum damage,that includes bad luck scenario.Thus if 3 out of 10 angels can kill the attacking peasants with normal minimum,6 would retaliate to compensate for bad luck.
Jolly Joker wrote:
b) Be that as it may, on with the said example. There was an attack that left 10 Angels standing. Out of that 10 Angels 5 retaliated. There is another attack on the Angels killing 5. How many of the surviving five are eligible to retaliate?
Since Homm is a game of chance the answer is a probability answer. There are 252 combinations of which 5 angels are killed and only one of them is for the 0/5 option, there are 25 for the 1/4 option each and there are 100 for the 3/2 option each. So in a roundabout 40% you'd get 2 for retal, and in another 40% you'd get 3, while in 20% of the cases you'd have a freakier distribution.
Why dont you nitpick on confusion that much?It does say some of the units forget.What if you kill just those units?Would the rest of the stack retaliate normally?Same method is used here.If you read my post to the end youd see that I already answered your question.But here,let me answer it again:Simple,use percentages.5 out of 10 retaliated?That means 50% on next full retaliation.5 die,that still leaves 50% of the next retaliation.Its exactly how it works now(read my peasant example above).
Jolly Joker wrote:
Now we have the same questions to answer for the attack overkill: if we need something against "retal-stealing" we need something against ground stealing as well, so we need at least overrun-rules: 1000 Angels should somehow be able to simply squash one Imp, so we need the same new rules that we enable for retaliation, for attack as well.
Again,you defend one halfly implemented idea,and cannot accept another.Why dont you complain that they stopped at making only caster damage non-linear?
Jolly Joker wrote:
You see what this amounts to. The game gets immediately MUCH more complex and uncalculable. It MIGHT be more fun for a certain type of player (the wargamer, to be specific), but it would lengthen fights massively and the casual gamer wouldn't have fun with it - the game would lose a lot of its appeal.
Honestly.And logarhytmic damage of the casters makes the game so simple.And initiative makes it so simple.All those percentages involved with ice ring and master of ice are so simple.Face it,heroes was never a simple game,and it never will be.
Jolly Joker wrote:
What I'm clearly disappointed with is the halfbaked way you are throwing in ideas here without really putting much thought into it. It takes me to believing that you do that for the sole purpose of arguing and nit-picking: "oh, but it could be so much better, if only..."
Like I said,the idea is not mine,its been discused more than once before,at least a year back,if not even further(and it sure must have been discussed earlier,but I dont remember reading it earlier).Besides,I gave 3(and agin in letters
three)ideas,one of which I discussed in detail.Yet you decided to argue just the one you found most simple for you to argue.
Jolly Joker wrote:
@ not DL specifically
Now the other thing. Let's just have a look at what non-linear in the case of damage casters means by having a look into the rules: Damage casters cast their spells in just the same way than heroes - via spell power. Since there is no fixed rule on how "spell power" is gained it is perfectly possible to make it the way they did - a logarhytmic curve. There is nothing wrong with it. The main question here is not (Mythical), whether damage is damage, but how damage is produced, in this case via spell power. Since all those units have a mundane way to deal damage as well, which works in a more simple linear way this is not really a problem.
Again,you see no problem in 3 stacks of 4 druids dealing more damage than 12 druids in a single stack?Yet everyone else does.But hey,I understand,its how ubival made it and you are compelled to accept it.