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SpencerH
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Co-Ruler of my patch of land south of Birmingham Alabama
Feb 2002 time: 23:18
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Can I get some ideas why/how this would be useful? Since I can already change the attack/defense to whatever I want, how is this fundamentally different?
Last edited by SpencerH on 19-04-2002 at 19:14
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Fitz
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& Anarchist
Mar 2000 time: 21:18
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If I might add, a two case example.
Attacker Attack=5 5hps
Defender 1, defense 5, 10 hps
Defender 2, defense 10, 5 hps
Defender 1 has a 50% chance to avoid taking damage (and inflict it in return). It can survive 9 such hits, and dies on the 10th.
Defender 2 has a 66% chance to avoid taking damage (and inflict it in return). It can survive 4 such hits, and dies on the 5th.
Moreover, if defender 1 survives 5 attacks by the attacking unit before killing it (ie 50%), he still has 5 hps which puts him on an equall footing with the attacker right behind the first one.
Whereas if defender 2 survives with 2 hits, he is significantly weakened against the next one.
I would also mention someone elses idea in a mod. Infantry low defense high hps, tanks high defense low hps. This allows for two specific kinds of anti-unit artillery, which will be relatively ineffective against the wrong unit. Anti personnel with high rate of fire but low attack (kills infantry well and quickly, passable against tank) and anti-tank with low rate of fire but high attack (hits and kills tanks quickly, hits infantry easily but takes several turns to kill).
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SpencerH
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Co-Ruler of my patch of land south of Birmingham Alabama
Feb 2002 time: 23:18
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quote: Originally posted by Fitz
If I might add, a two case example.
Attacker Attack=5 5hps
Defender 1, defense 5, 10 hps
Defender 2, defense 10, 5 hps
Defender 1 has a 50% chance to avoid taking damage (and inflict it in return). It can survive 9 such hits, and dies on the 10th.
Defender 2 has a 66% chance to avoid taking damage (and inflict it in return). It can survive 4 such hits, and dies on the 5th.
Moreover, if defender 1 survives 5 attacks by the attacking unit before killing it (ie 50%), he still has 5 hps which puts him on an equall footing with the attacker right behind the first one.
Whereas if defender 2 survives with 2 hits, he is significantly weakened against the next one.
I would also mention someone elses idea in a mod. Infantry low defense high hps, tanks high defense low hps. This allows for two specific kinds of anti-unit artillery, which will be relatively ineffective against the wrong unit. Anti personnel with high rate of fire but low attack (kills infantry well and quickly, passable against tank) and anti-tank with low rate of fire but high attack (hits and kills tanks quickly, hits infantry easily but takes several turns to kill). |
Thats it 
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