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Re: Random Picks and Modding...
Just a tiny little thing I wish to say, I think you should make all calculation by multiplying.
That is, for a fighting commander, 100 HP and 20 Attack will be much more valuable than two commanaders, one with 20 attack and one with 100 HP. So the higher your stats, the better your other stats become, because with the improvement of one stat you increase the usability of the other (increasing HP to 100 as an example, will mean that that commander will live ~10 times more than an ordinary commander, thus making all of his abilities much more useful). |
Re: Random Picks and Modding...
I strongly agree with Agrajag about multiplicitive values. The problem with that is weighing the various stats (not to mention abilities) and then normalizing them (to go from the product to the price). The additive math is definately easier, but it should be obvious that a mage assassin is worth more than an assassin and a mage.
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Re: Random Picks and Modding...
On the other hand, why should a higher attack value make a fragile seraph (having a high cost by these calculations) even more expensive? I doubt that the attack value can be ever high enough to be of a use for most mages...
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Re: Random Picks and Modding...
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The factors will be difficult to calculate though and increase the effort required by quite a bit (and or opposite to the original idea which was an absolute value for stats rather than one dependent on unit type. |
Re: Random Picks and Modding...
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For me, the 'opportunity cost' of having multiple commanders has to be worth something. (It's sort of an application of the chess idea of the 'overused piece'.) Now, should they be equal? IOW, would the mage+assassin's cost equal the assassin mage's cost? Probably not. Even if the mage and the assassin mage had the same magic skills, and the assassin and the assassin mage had the same combat skills, the assassin mage most likely would not cost as much as the assassin and the mage combined, due to some overlap in other abilities. For example: Assassin: 30g Mage: 60g Assassin/Mage: 80g (These are 'off the top of my head', but the Void Child of R'lyeh, compared with a regular assassin or a 1-path mage, seems to bear this out.) And yes, it's true that I can only buy one commander a turn, but look at the difference in upkeep should I buy one assassin and one mage, vs. two assassin/mages. There are all kinds of permutations, but I don't see where a multiplicative system, as opposed to an additive system, is any more appropriate. Perhaps you can give examples of certain abilities that are better on 'better' commanders? |
Re: Random Picks and Modding...
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However, this is more or less a moot point, because 'pure mages' generally have low (normal) combat stats. Perhaps I need to be clearer in what I intend to do. I do not plan to create a system to value commanders, and then 'pigeonhole' all the commanders into that system. I intend to attempt to discover a system that gives the large majority of commanders an accurate gold cost, and then apply that, to see which commanders are over/undercosted. Any attempt to apply different standards to different commanders will require a subjective apportioning of the commanders into different roles that I feel could jeopardize the larger work. |
Re: Random Picks and Modding...
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HP 1 Attack 30 Defence 1 Strength 30 Protection 1 AP 30 and this unit: HP 16 Attack 16 Defence 16 Strength 16 AP 16 According to the additive system, both are exactly the same, while it is obvious that the second is a much better unit. as another example you can take the first unit and up its HP, Defence and Protection to 30, according to the additive system that unit is now almost twice as strong as before, but according to the multiplicitive system it is 27000 times better, which IMO is a better represntation. (Okay, I realize 27000 is a bit too high, but you can scale down the results to recieve more normal values.) |
Re: Random Picks and Modding...
I see where you're coming from, but (IMO) I don't think I have to worry about it. After all, I doubt anyone is going to try to make the first unit, right?
And then again, there's always extenuating circumstances. Give that 30 Att, 30 Str guy Etherealness and Luck, and... well, his low def/prot/hp was just mitigated to a large degree. I'm not saying your example isn't instructive, but do you have an example from the game that is this distorted? |
Re: Random Picks and Modding...
Would these values be counted before or after adjusting the equipment? As an example, Ulmish Lord Guardian will get prot 20 but -8 or so def with his equipment.
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Re: Random Picks and Modding...
One commander factor that I don't see mentioned (but may have missed) is slots. Maybe it doesn't matter so much since most commanders have either humanoid or horseman slots.
Does the mounted tag seem to be factored into the cost in the regular game? Perhaps it is that mounted commanders also have other good stats, but they always seem rather expensive. |
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