ID:265265
 
Ok so say you have 2 armies

there troop amounts each are 500.

the average chance of one killing another is 50/50 for every troop against another normal troop.

The question is now, if you are going to have weapon upgrades, or different types of weapons or armor, how would you change or measure this fairly, so that one army just doesn't totally destroy another yet still make the advantage given fairly to the one who has successfuly ugpraded?

so the scale is 50/50

now how much should that scale increase and decrease for both sides depending on armor or weapons?

I came to the conclusion that with bows, since they have the advantage of being ranged, that they should have a 25% of killing someone for every man. However I think even this can be judged unfairly.

So what do you think I should do? Rule out armor/weapon upgrades and do unique things? That would take more time and effort, but I'd like to see the responses first because since i'm making a war game I think ugprading weapons is an adequate way to win assuming your enemy doesn't do anything.


Another question -

if you were the ruler of a town in a video game like AGOK (A Game of Kings) what are some things that you'd like to beable to do to others via war, or abilities or whatever you'd like to beable to give to your units?

What things would you like your town to beable to do?
Just play around with the numbers until it seems about right; if the differences are too small then the upgrades won't matter, but if they're too big then the game becomes purely an upgrades race. Also play out situations in your mind (or even simulate them, if you want); say there are 100 troops on each side, but Team A's troops are 20% more effective. Work out the probable results of the battle to see whether you need to change that bonus relative to how hard it is to gain the bonus.

With hundreds of units, the bonuses don't need to be that big, though; in Age of Mythology, a 5% bonus to a villager's speed and gather rate (for instance) can be hugely effective (because usually the game is won or lost on economy, and there can often be around 50 villagers per player at the end of a game), whereas a 5% bonus to a hero unit's speed and attack rate isn't going to count for much, because there's only one of him.
For archers, I have a suggestion:
In the first round of combat, where the armies are charging at each other, each archer has a 25% chance of downing one enemy of any type. In each round after that, as long as the wall of defense has not been breached, each archer has a 15% chance (it's harder to hit enemies in a brawl) to down an enemy. However, if the enemies break through the wall of defense, then the archers can't make any more attacks, and will immediately attempt to retreat. The line of defense is considered breached if the enemy has twice as many melee units in the fight as you do, or if the melee portion of their army reaches a point where they dominate the majority of the battlefield (however you calculate it).

As for the combat between units, a simple method is to add the attack power of the attacker and the defense of the defender together. Then, divide that number by the attack power of the attacker. That's your chance of killing the enemy (you can use rand() without an argument for calculating this one).

As for how the combat is handled, I'd suggest that each round, every attacker on each side attacks the strongest group of defenders on the defending side. The strongest group of defenders is considered the group with the greatest total defense. 100 units with 1 defense get attacked before the 1 unit with 50 defense. Any spillover would kill the next strongest defenders.

Basically, the idea behind all this is to have a well-balanced army. Archers are useless if you don't have a large enough melee force to keep them protected. And, as an added bonus, attackers with LESS armor have an advantage: though they will be plowed through once the initial line of defense is dead, they will remain unscathed until then.
In response to Garthor
Ok well what I'm working on at the moment is the combat system.

Since it is very much so like the game civilization mixed with gemfire, romance of the three kingdoms... I mean it's got simularities obviously to other games, however those games I mentioned have a flaw.

Turn based action is boring, and time consuming.

So I devised a fairly simple system of turns, yet how it works is only the units are based on turns so that every month (3 minutes or so) they get their turns replenished, and their movement is a little slow to allow strategic movement instead of one army just moving around all crazy.

The next idea I came up with is if an army attacks another army from behind, they should do additional damage, but if an army is fortified it doesn't matter what direction you attack from the advantage is theirs unless you are using some kind of stealth ability to pass their defenses.

then from reading your post on the initial attack of an archer having a 25 percent chance, I realized I'd just split the attacks in 2. The first being that they'd have a fatal shot attack that does 25% that recharges every 6 minutes (basically every 2 rounds of combat) and a normal attack.

Then I came to the problem of people creating armies as early as possible and "Rushing" and I decided to add a 6-9 minute buffer period where everyone is invulnerable and all hostile acts are impossible.

After this, after playing around with the units I realized it was fairly easy if you had 6 turns, and combat took 2 turns up that one unit could just keep running away, and could never be caught.

Well there's several ways I thought I'd fix this, by making movement slow it allows one to hit the attack key once he has reached attacking distance of another unit, which freezes both units until the attack procedure is finished and since a back attack is most deadly, it would be not very fruitful to run. However, since movements take turns and so does attacking, the attacker would be too slow to catch them past that point. Another way I thought of combating this is since there's 3 races, fire ice and earth, I thought why not make ice move slower on fire turf, and so on so that there was no attacking and just running away since it was unfamiliar terrain the defenders should have the advantage.

What if an ice attacked an ice? This is the problem I'm having, there's going to be a lot of same race wars so the problem is, how am I going to stop those who just run?

I enjoyed your feedback garthor, great ideas! :)

a little picture of AGOK ice race...


http://www.harrenhal.com/misc.JPG