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UFB
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One thing I've been wondering about for a while is, does the way combat works make sense?
When two units fight, the attacker's weapon strength and the defender's armor strength are used against each other for the entire battle (correct?). But why does, say, a "defender with an armor of 6 and hand weapons" have better odds to *kill* an "attacker with an armor of 6 and particle impactors"?
Last edited by UFB on 01-01-2004 at 10:00
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gwillybj
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Eurytion Mining Colony: 165°C dayside, 165°F nightside
Mar 2001 time: 00:32
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The power reserve of the attacker's reactor is depleted while energizing its weapons to defeat the defender's armor.
The power reserve of the defender's reactor is depleted while energizing its armor to defeat the attacker's weapon.
The closer the defending armor value is to the attacking weapon, the more power expenditure is required to defeat it. This (and a little luck, aka the "fudge factor") is reflected in the "damage" taken by the attacker.
If in a single turn of combat the rounds alternated as quote: posted by obstructor:
Maybe the game should switch "positions" of attacker and defender after each round of combat, meaning that it would be attackers weapons against defenders armor in first round, but defenders weapon against attackers armor in the next round, and so on until the combat ends. | then players would stop building "best-weapon, 1-armor" assault units or "1-weapon, best-armor" garrison units, and all of everyone's units would have only "best-weapon, best-armor".
Last edited by gwillybj on 29-12-2003 at 00:41
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UFB
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Thanks for the replies.
I forgot to say that multiplayer SMAC is my favorite game of all time !
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gwillybj
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Eurytion Mining Colony: 165°C dayside, 165°F nightside
Mar 2001 time: 00:32
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quote: Originally posted by obstructor:
But still combat is weird. Maybe Firaxis originaly sought something like this but dismissed it. |
Yes, it is, and yes, they did. If they had been able to implement it, combat would be even weirder.
quote: From three sections of alphax.txt:
; Weapons & non-combat packages
; Mode = Offense mode (or noncombat package type)
; Combat modes: 0=Projectile, 1=Energy, 2 = Missile
; Armor
; Mode = Armor mode (0=Projectile, 1=Energy, 2=Binary)
; Combat modes
; Projectile weapons receive a bonus against Energy Armor.
; Energy weapons receive a bonus against Projectile Armor.
; No weapon receives a bonus against Binary Armor.
; Missile weapons never receive a bonus. |
Those modes appear throughout the weapon and armor lists, but, alas, are meaningless in the game. Imagine having to deal not only with the strengths of 17 combat weapons and 14 armors, but also remembering which of the 3 modes each is? How much more fun we could have had!
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