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Old March 9th, 2005, 12:04 PM

Scott Hebert Scott Hebert is offline
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Default Re: Random Picks and Modding...

Quote:
Agrajag said:
Quote:
Chazar said:
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...
This would be a problem in the additive as well as the multiplicitive system which can easily be solved by applying "factors" for what is important for what each kind of unit (so you divide strength by 10 for a mage because it is almost completely useless for him, as an example).
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.
This is more or less correct. A 'pure mage's' attack and strength stats are basically worthless. Unfortunately, that's not really inside my purview. (I.e., it's not my fault that attack and strength factor so little into magic.) Besides, if it were abnormally high, it would stand to reason that you could, theoretically, make some sort of combat commander out of them.

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.
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