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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:24
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quote: Originally posted by punkbass2000
Maybe not unfair, as much as really, really, boring. |
so true, so true. I like it the way it is now much more. makes me think harder while planning an invasion. howitzer rush was so boring after a while, no need to go back to that.
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Action
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R'lyeh
Dec 2000 time: 05:24
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Sheesh this is getting silly.
I'll spell it out for you.
Imagine that you have a sliding scale, at one end the superior unit always wins, at the other end it's truely random, theres a 50/50 chance either one will win.
Now, at various intervals along the scale you can easily set it up so (putting aside terrain for now) the inferior unit almost never wins or the inferior unit is able to win a good percentage of the time. It's all based around how you design your combat system.
There essentially an unlimited number of potential systems for resolving combat. Each system places a varying weight on luck and a varying weight on unit stats.
For a very simple example, lets say you just rolled a 4 sided die then added your total attack bonus, meanwhile the defender rolled a 4 sided die and added his total defensive bonus. The one with the higher total of roll plus bonus subtracts a hit from his unit. Luck factors in, but the attack/defensive bonuses are more heavily weighted. If you have a +10 attack bonus and your opponent has a +2 defensive bonus, no matter what you roll he won't be able to win. But in circumstances where the units are more evenly matched there is an element of luck.
Now, if you took the same system but used a 20 sided die luck or probability well be more heavily weighted than the bonuses. Even if you had a 10+ total attack bonus and your opponent had a +1 total defense bonus he could win through lucky rolling.
These are extremely simple and extreme examples put in form of dice to make it more understandable, but I hope they show you how luck and stats can be weighted to different extents by the combat resolution formula.
It is my belief that the combat resolution formula for Civ 4 should assign a little more weight to the stats and a little less weight to luck/randomness/probability. So, inferior units winning would be more rare.
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cyclotron7
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Drowning in Schnitzel
Jan 2001 time: 21:24
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quote: Originally posted by Action
Imagine that you have a sliding scale, at one end the superior unit always wins, at the other end it's truely random, theres a 50/50 chance either one will win. |
Ok, done. Civ3 is neither of those systems.
quote: Now, at various intervals along the scale you can easily set it up so (putting aside terrain for now) the inferior unit almost never wins or the inferior unit is able to win a good percentage of the time. It's all based around how you design your combat system. |
No, it is not. It is based around unit values. You can change the unit values in Civ to either make inferior units win quite often or lose 99.9% of the time.
quote: There essentially an unlimited number of potential systems for resolving combat. Each system places a varying weight on luck and a varying weight on unit stats. |
Again, you are confusing a combat system with combat values. Civ3's system can function as anything along that slider of yours, if you change the unit values.
quote: These are extremely simple and extreme examples put in form of dice to make it more understandable, but I hope they show you how luck and stats can be weighted to different extents by the combat resolution formula. |
And Civ3 can do this. What's your point?
quote: It is my belief that the combat resolution formula for Civ 4 should assign a little more weight to the stats and a little less weight to luck/randomness/probability. So, inferior units winning would be more rare. |
You don't need to wait for Civ4. Just mod the ADM and hit point values and you're done. 
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tinyp3nis
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compensate this!!
May 2002 time: 07:24
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quote: Originally posted by cyclotron7
Well, for starters, where is the strategy? There would be absolutely no point to most city defense, because if the offensive units were more powerful they would always win... and worse, if the defensive units were more powerful, you would never be able to take a city.
That's just about the worst idea I've ever heard. If units always won when they were more powerful, you would either have completely useless defenders or cities that were impossible to take.
to that idea. |
.... So you think better unit wins means, it won't lose any hp? Is that it??? Of course it should lose some strenght, so it cannot go on forever, that would be just so stupid, please, give some benefit of a doubt, I'm not a complete idiot. Let's say city has a MI, one MA could not take it, but 2 could, and should. The current combat system allows things such as:
One tank, or even one cavalry unit could take it (if you have the same luck that the starter of this thread had ) or
Three MA's, or even a _lot_ more could not take it.
Solution is very simple, but I was not asking for anyone to explain it to me, because it's old news, just increase the hp. Then you can plan more accordingly. Can I do the hp increase with the editor? Yes. Do I want to? Not in single. Will the hp increase help the multiplayer? No because the people will play at the Firaxis settings. Will Firaxis do anything about this i.e increase hp, or make it optional? Probably not.
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tinyp3nis
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compensate this!!
May 2002 time: 07:24
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quote: Originally posted by notyoueither
Strategy is not knowing for certain what will happen before the event. Strategy is being better prepared and taking better advantage of your opponent's weakness than he takes of yours. Whatever the fortunes of war serve up. |
Strategy is interracting with the opponent, versus human, this is the best and the most rewarding part. RNG does not add strategy at all, it removes it, now you cannot plan with small number of units, since you never know what will happen with your units. You can hope for the best, which is not strategy. Certain fun is in that fact yes, I admit that. The guy who said about big armies said it right, of course you fight with smaller armies, but then the winner might not be the better player, but is the random player . The units have values, attack, defence, I just wish the values would have more meaning than the RNG.
Of course, for the real life battle lovers, the RNG is a dream. But if you peeps really liked real life battle system, you would wan't a system that offers no numbers, just words.
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tinyp3nis
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compensate this!!
May 2002 time: 07:24
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quote: Originally posted by notyoueither
I'll bet Bastogne was a bit of a surprise to the Germans. So too was Stalingrad.
Then again, the French were truely shocked in 1940. Not to mention the Russians in the same year.
Bigger numbers and values do not always win. Sometimes luck, conditions, or sheer cussedness carry the day.
Stuff that down your Civ2 combat system. |
No, I won't since I really don't care about that when I play. I should know about the randomness, afterall, only reason why I don't speak russian is because of winterwar.
When I play, I want to be in the control, if I don't, I can watch a movie instead. When I build units I want to get their worth, and the opponent should too. If for some reason my MA or whatever good unit I build, does not provide, I hope the reason of this will be either :
The silliness of _my_ actions
OR
The wisdom of my opponent, NOT the RNG!!
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