
November 3rd, 2003, 02:37 AM
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Sergeant
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Join Date: Oct 2003
Location: Blacksburg, VA, USA
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Re: second class super combattants
Quote:
Originally posted by johan osterman:
quote: Originally posted by PvK:
It would also make sense if defense skill was reduced by the number of incoming attacks per turn - say a cumulative -2 to defense for each attack after the first.
PvK
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There is allready a cumulative -1 def per additional attack. Perhaps something more could be added. Without a critical strike rule or stun (ie fatigue) damage for attacks that don't get through armor (both suggestions from the Heavy vs. Light thread), this won't help damage an invulnerable supercombatant (although it will help damage one that "only" has 30 def and mediocre protection).
Fatigue obviously would add to the chance of a free AP hit (which has a much better chance of causing damage against 30 prot).
Actually, some of the heavy vs. light issues are the same problems that any unit has vs. supercombatants. So one change could affect both places.
I'd like to see what happened if half of all damage that was blocked by armor was applied as stun damage (in addition to the hp damage if any). I'd expect to see supercombatants going down much faster if they don't have some decent troops around them, and heavy units in general being somewhat less dominant (although they would probably still beat light troops in a straight-up fight, they might take more casualties).
I.e.
DamageRoll = attacker.Strength + weapon.Damage + OpenEndedDice(2);
ProtectionRoll = defender.Protection + OpenEndedDice(2);
HealthDamage = max(0,DamageRoll - ProtectionRoll);
StunDamage = min(DamageRoll, ProtectionRoll) / 2;
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People do not like to be permanently transformed and would probably revolt against masters that tried to curse them with iron bodies.
Pigs, on the other hand, are not bothered, or at least they don't complain.
-- Dominions II spell manual
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