# Re: Another combat factor

Tue, 20 Sep 1994 13:13:33 -0700 (PDT)

Rich S wrote:
> >I was thinking about how oly combat favors cannon fodder, and how
> >it's difficult to make a really tough monster, since even super-high
> >attack/defense values are overwhelmed by mobs of peasants.

And Scott T replied:
> I'd suggest something like capping the ratio of blows at something
> like 4:1. In the current system, if the ratio of forces is 100:1,
> then the ratio of blows is 100:1. If the ratio of blows were capped
> to 4:1, you'd probably find that balance between numbers/skill would
> swing back to the skill side.

I like that. It's not perfect (what about a troop of 200 elite guards
vs 10 peasants), but it solves a great many symptoms of the current
system without requiring the sweeping change that a 'speed' characteristic
would. It could stand some playtesting, of course, to determine just what
breakpoint(s) are most appropriate for the goal desired.

A more elaborate instance could include multiple breakpoints:

Actual Ratio Option 1 Option 2
1:1 1:1 1:1
3:2 1:1 3:2
2:1 3:2 2:1
3:1 3:2 2:1
4:1 2:1 3:1
5:1 2:1 3:1
10:1 4:1 5:1
100:1 5:1 10:1

Or whatever makes sense; use a non-linear function rather than strictly
linear, and apply that to the values; if necessary, put a maximum ratio
cap on it, but there are a great many 'simple' functions which level
off (or even go negative for some extremely large mobs?) and don't need
an absolute cap.

This wouldn't solve the problem of giving trained troops the potential
advantage they get in many other games, but would go a long way to
prevent the most serious symptoms from appearing; after all if 10
soldiers fough 10 peasants, there's ~99% chance the soldiers would win,
and if the rate capped at, say 5:1, 50 peasants facing 5 soldiers would
still not be as likely a win as it would be now (lessee. attack 5
times as often, but have 1/5th the effectiveness.... Sounds reasonable
for this example; the soldiers might win--though it'd probably be close.)

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