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Comrade Tassadar
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Don't don't troll to be funny.
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Monsto
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what i think is worse than the spearman/tank scenario, is the apparent lack of randomness in combat.
Last night: i plopped a toe-hold city onto the babylonians continent, few turns later i had 4 vet spearmen +1 elite, vet bowman, city walls, barracks, temple the whole nine yards. here come babylonian swordsmen...
elite spearman lost to regular swordsman. Next spearman lost 3 and was promoted. the other spearmen all lost. . . to regular swordsmen...
so i was pissed. so i reload the game from right before that conflict, and everything happened the exact same way. same patter of health loss, same everything.
why have a random generation system for anything if it's not going to be used at the core of the game? and if the answer is "to keep ppl from cheating in single player" why not let ppl do what is fun to them?
some ppl might accept it as part of the game when 6 health deals out 21 highly defended health, but there are also people that, like me, don't find it fun when the statistically improbable happens regularly.
like the unfortified warrior on grassland getting ambushed by knights. the warrior should lose almost immediately. Wasn't that the whole point of putting in the hp system in civ 2? to minimize the effect of "lucky shots?" sure a 3 pt standing warrier might crack off a lucky defense against the knight, but statistically is he going to do it 5 times? in a row? wtF? and then couple that with the fact that if you reloaded to right before that fight, it would have happened the same way because combat isn't randomized... either that or my version is screwery.
Last edited by Monsto on 29-01-2004 at 06:48
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homan1983
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London
Apr 2003 time: 05:33
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Well I think it was fairly good the way it was before, a simple x/y chance. Just because a swordsman has 3 attack, it doesnt mean it should always beat a warrior. it should win 3/4 and warrior win 1/4. And was 1/4 a warrior wins only takes 1 life --> this means it would need to win around 3 sets without dying:
1/4*1/4*1/4 (although chance is higher, this is just to illustrate) this is ~1/64 chance, whilst its rare, it does give a warrior a chance.
Look back at our history, when great battles were fought and the outcome was sometimes surprising, it is ridiculous to want the higher number to win all the time, this is a strategy game and its not designed like Age of empire games etc.
They have already made the game pretty bad by "calculating the outcome 4 times and looking at the most common result". This has greatly further reduced the change of a warrior vs swordsman(though it still happens) and such things.
The problem is we cna't use multiple units to attack at once, this means that they cant make a battleship for example to always and easily beat a cruiser (now with the 4x calculation the whole game has changed, more expensive units are much more valuable than equivalent shield units of other type.. MUCH MORE...)
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bvoncranium
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The Nation's Capital
Mar 2003 time: 00:33
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quote: notyoueither stated twice:
No matter how you stack the numbers, and they are only 8 to 1 at the moment, there is going to be a possibility of the lower value winning a combat. No matter how small you make that possability, within reason, it will still happen sometime to someone. The solution is then to change the design so that when that event does happen it does not offend the sensibilities of the player(s). |
I think that your conclusion is reasonable.
The numbers deserve correction though:
The base odds for each ROUND of the fight are determined using the ratio of 16 vs 2.2 (extra .2 comes from minimum 10% defense bonus (for flat terrain)).
So in the first round the Spear has a 2.2/18.2 = 12.09% chance of hitting the tank.
The odds are the same each round, until one of the two units fighting has lost all of its hp (life).
From this math the odds become very long with each successive round. For example, the odds of a Spear doing 4 straight hits on an attacking tank will be (0.12089)^4 = 0.00021 (.021%).
When all of the combinations and permutations of hits done to each unit are considered, the probability of a veteran Spear with no defensive bonuses defeating an attacking veteran tank are only 0.6% - much less than 1/(1+8).
Obviously the odds get a little closer as the defender adds bonuses (fortified, difficult terrain, city/fortress, river crossing, radar tower, etc.).
I expect that these odds are still long enough so as not to offend the sensibilities of most players. The probability is non-zero though; some people will always find that unacceptable.
- bvc
Postscript: Firaxis are apparently investigating problems with streaks of abnormally high or low numbers in the RNG. If true, this could cause worse results than the math would predict.
Last edited by bvoncranium on 29-01-2004 at 10:06
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