[.86] [Feedback] Trained armies *still* feel like Glass Cannons.

Now that the game is starting to emphasize training armies again, as I use them I find that the "glass cannon effect" is still pronounced. If I recall, this was a big issue in WoM.

 

Now, it's not *as* bad as WoM. There are more mitigating factors in play. The Ai can now occasionally one up you on initiative, and destroy the combat effectiveness of one of your stacks. It is generally more intelligent than before, though there's a ways to go. In most combats, however, I'm finding that I dont actually want my armies to get into combat, saving them for either overwhelming first strikes, or coups de grace.

 I definitely think there should be units fulfilling a high attack/low defense "striker" role. And there is inherent tactical strategy involved in that, keeping your armies back out of harms way until the last possible second while anticipating the AI advancement.  But right now it's generally not something the AI can hope to cope with, it is pretty effortlessly outmaneuvered. Moreover, it doesn't feel right, conceptually.  It would be different if most units had to go toe to toe for a while, rather than first strike wins.

 

Army stacks rack up ridiculous attack values with greater numbers, and even armored units are either wiped out with one good hit, or their combat effectiveness gutted because attack value decreases so profoundly with lost members.  The system somewhat counter-intuitively favors strong solo units with high defense for actual tanking, because their attack value does not diminish, over a literal *army* of guys with shields. It makes me question why you'd increase the cost of your units by adding defense at all. (Conversely "Call to Arms" spell makes me wonder why you wouldn't max out every possible aspect of your units, or bother building military production improvements, but that is another thread).

 

Now, I cant remember off the top of my head how other tactical games with more conventional stack systems approach this, and I'm not willing to reinstall AOW, Kings Bounty, HOMM, etc to check.  If I recall there may have been degradation in combat ability with lost numbers.  But in those games you were generally dealing with much higher stack sizes, in the dozens and hundreds, as opposed to the 3, 4, 5 progressions, so the degradation was much more gradual.

 

An army is not necessarily the sum of its parts. Having a hundred thousand men does not allow you to strike with the force of a nuclear weapon. A hundred guys with clubs can't do anything against a single tank.  But what they are is much more survivable, and able to win most conflicts of attrition against roughly equivalent but smaller forces.

 

I think stack size should contribute primarily to survivability in terms of hit points, and the number of hits it takes to remove the squad from the battle. Offensive Potency should come primarily from superior tech/training/experience.  I think there's room to model that kind of degradation of effectiveness, but not in such a pronounced fashion. Attack rating shouldn't stack one on top of the other, but rather something more like a +1 for each additional squad member, not +10+20+30, until even low tech units are one-shotting entire planets. Otherwise it de-emphasizes the importance of the stack's basic equipment/tech level.

 

Alternatively, you may also want to institute a more conventional, open stack system, where each visible figure represents 10 troops, so losing individual troops results in more granular changes.  Honestly, you may want to do this in any event.  Creating an army at a set size, and never being able to add more troops to it, or merge it with other units is counter-intuitive, and defies thirty years of strategy game convention, without a compelling reason for doing so. But again, that is another thread.

 

 

Just my opinion, and if anyone actually read this, I appreciate you taking the time to do so.

 

 

31,019 views 77 replies
Reply #1 Top

Heh. This sounds like a conversation Derek and I had today.

Something like this:

Me: The problem with Spears vs. Swords isn't that the swords aren't "better". It's that the spears are already enough to kill a target enemy 5X over. Sure, the swords can do it 20X over but dead is dead.

I think the weapons just need a general tuning (or HP increased).

Reply #2 Top

Honestly I find regular units to be far stronger than a solo defender, but this is mostly due to the rediculous hitpoint gains from level. However adding +1 attack per unit would not function the way you intend it to.

That is to say each unit in the stack does not actually 'add' to the damage, rather it is a multiplicative of that damage. So for example if you were to attack a unit with 40 defense with a unit of 7 swordsman (totalling 77 attack) you would not inflict around the 40 damage a champion would do. Instead each attack (rated at 11) would roll against defense of 40, mostly likely resuling in 1 to 3 damage per hit. Therefore your actual damage results would average around 14.

There are a few points you make that are sensible though. The first is that units should not die at a percentage of lost health until the unit suffers 50% damage, making first strikes less important. Additionally the base hitpoint of units should probably be higher or defense should function more effectively. The hitpoints gained per level could probably use a reduction.

Reply #3 Top

Not sure exactly how combat is currently handled, as I had thought that a group of 7 units had 7 separate attacks .... but if not this would be ideal.

 

Quoting CdrRogdan, reply 2

That is to say each unit in the stack does not actually 'add' to the damage, rather it is a multiplicative of that damage. So for example if you were to attack a unit with 40 defense with a unit of 7 swordsman (totalling 77 attack) you would not inflict around the 40 damage a champion would do. Instead each attack (rated at 11) would roll against defense of 40, mostly likely resuling in 1 to 3 damage per hit. Therefore your actual damage results would average around 14.

This sounds pretty good. Is it not already like this?

Reply #4 Top

Quoting Frogboy, reply 1
The problem with Spears vs. Swords isn't that the swords aren't "better". It's that the spears are already enough to kill a target enemy 5X over. Sure, the swords can do it 20X over but dead is dead.

Spears are quite powerful.  Not sure why they should ignore so much armor, or any at all.

Reply #5 Top

Quoting Frogboy, reply 1

Me: The problem with Spears vs. Swords isn't that the swords aren't "better". It's that the spears are already enough to kill a target enemy 5X over. Sure, the swords can do it 20X over but dead is dead.

I think the weapons just need a general tuning (or HP increased).

 

 

You and Derek would certainly know better than me, Brad.  We tend to think myopically about certain issues, whereas you guys have to consider the big picture.  And there's certainly more than one way to solve a problem.

However, even if the difference in weapon damages were made more varied, each unit still does a lot of damage inherently, from base attack ratings,  that become overwhelming if stacked one on top of the other.  I'm no expert on the game's systems, so correct me if I'm wrong, but it appears an army's attack values are simply multiplied by number of members.  Even if a spear added only +1 attack, added to a base unit that already has a 7-10 attack, that adds up to overwhelming first strike potential with 3 and 4 members.  You'd have to rework the base attack values for all units as well. 

 

I just think the importance of first strike for armies should be de-emphasized, and they should have to go toe to toe for a while in order to get their licks in, making defense much more important.  I think attack value should appreciate with more members, but not on a 10+10+10+10=40 basis.

 

Thanks for responding!

 [Edit] Retracted, because I misunderstood the way attack values were being set in the unit designer.

Reply #6 Top

Agree

Part of the problem is many units have 0 defense, especially early game. You could make all shirts have at least 1 defense. Or an idea I had was hide armor, it would require no tech and be in three pieces: cloak,chest and pants. The chest/pants would have 1 def and 1 def vs blunt. The cloak would have 1 def vs blunt. There are to few armors, adding specialized armors like hide (vs blunt), scale (vs cutting) and splint (???) would be great and flush out the  customization options.

The huge static initiative penalties on chain/plate and spears going through armor don't help either.

Also a system that limits the number of units that can attack certain targets could work. Max Unit size +2 vs enemy squad size, so a squad of 9 would only count as 5 vs a squad of 3 or 3 vs a champion. Exceptions for different sized monsters. Spears could even increase the number of strikers (current role of armor penetration is odd)

Reply #7 Top

double post.

 

 

 

Reply #8 Top

I guess units could just deal damage between a range of 40% their attack and 60% of their attack .... and make unit sizes larger by a factor of 2.

Then slightly boost defense of everything (+1?) and buff Champions a bit.

(ie Champions doing 100% of attack instead of around 50% like each unit is doing ... and allow for champions to naturally ignore 10% defense?)

 

-> I dunno, it doesn't feel like a perfect idea, but just a thought.

Reply #9 Top

Quoting CdrRogdan, reply 2
Honestly I find regular units to be far stronger than a solo defender, but this is mostly due to the rediculous hitpoint gains from level.

 

They have high hit points cumulatively, to be sure. But it only takes a fractional loss of those HP to kneecap that unit's effectiveness. Whereas a high def/High HP solo unit like a Champion hits as hard at 1 Hp, as it does at 50, making them preferable for tanking, IMO.  If you allow a regular army unit to be reduced in HP, you lose that overwhelming first strike potential for subsequent battles, which is their main value.

As to your other points, you seem to have a better understanding of the game's current mechanics than I do, so I defer to your opinion.

Reply #10 Top

Quoting mqpiffle, reply 4
Spears are quite powerful.  Not sure why they should ignore so much armor, or any at all.

As there is no such thing as "first strike against cavalry" (or "double damage against cavalry"), ignoring some armour is fine. Not sure that the most basic spear should ignore as much armour as a boar spear though. BUt I do agree with spears being powerful. They are neat. :D

Reply #11 Top


Yeah base hp could be improved however don't increase the leveling hp bonus as well. It's kinda rediculous as is and really allows players an advantage over the AI because the AI doesn't level its troop nearly as effectively as humans.

Quoting CdrRogdan, reply 2
The first is that units should not die at a percentage of lost health until the unit suffers 50% damage, making first strikes less important.

I have been saying this forever.

Reply #12 Top

I don't think it makes sense to say that no units will die until half health ... you'd have to be looking at it very abstractly I think.

Many paths can be taken, but this is not one I would prefer.

Reply #13 Top

Another option is to do the exact opposite. Armies could only ever drop to half their maximum size. With the total health being divided between the top half of the troops, rounded up. So if I damage a stack for half its health only a quarter of them die. When hp reaches zero the stack is overrun, breaks, and dies together as a group.

Reply #14 Top


@Tasunke that is indeed how it works. I was explaining that the effect of +1 damage wouldn't function very effectively. Howevever, the issue is that armor, at least early game, and especially against spears/yewbows, does little to actually mitigate the damage. Not to mention that all attacks inflict a minimum of 1 damage. Even at 1 damage a unit with high defense can be easily overwhelmed with enough attacks, this is especially the case with archers. Probably champions with path of the defender and big tough units should come with the ability to negate damage completely.

The reality is that starter weapons have damage near equivalent to starter armor. Total bonus from leather+shield=7. A club has 8 attack. This means you will negate less than half the damage. Even if you assume level 2 for all units the total damage inflicted per unit is 4-5 while the hp is 9. Your first attack will cut that stacks effectiveness in half.

Worse when using starter spears damage will be 5-6 per unit. Capable of outright destroying a first level unit.

As technology improves this becomes less apparent. That is to say the bonus from wearing chain armor more than doubles to 19 while the bonus damage for using upgraded weapons only improves by 3 (at an intiative cost). 11 versus 19 results in a much more moderated ammount of damage. However further up the tech tree at masterwork chain and plate defense can easily hit 30 while damage only increases by a max of 2. There seems to be a disconnect between weapon improvements and armor improvements. This is assuming non-magical weaponry of course.

Armor ignoring bonuses should cap at 33%. The increase in damage for weaponry should probably be toned to a more gradual progression and have higher values at later tech levels. The initial damage of clubs should be reduced. I still vote for an increase in base hp and a reduction in the benefits of hitpoints for leveling.

Reply #15 Top

Second idea sound better to me, Dsraider. Add some armor to basic shirts and pants too.

 

Reply #16 Top

Quoting CdrRogdan, reply 2
Honestly I find regular units to be far stronger than a solo defender, but this is mostly due to the rediculous hitpoint gains from level. However adding +1 attack per unit would not function the way you intend it to.

That is to say each unit in the stack does not actually 'add' to the damage, rather it is a multiplicative of that damage. So for example if you were to attack a unit with 40 defense with a unit of 7 swordsman (totalling 77 attack) you would not inflict around the 40 damage a champion would do. Instead each attack (rated at 11) would roll against defense of 40, mostly likely resuling in 1 to 3 damage per hit. Therefore your actual damage results would average around 14.

 

really NO

 

the ONLY way units are good and usable right now is the multiplicative dmg

i agree its probably not intended but then all the game would fall apart and units would become useless

dont forget in real fights there are casters and takes just 1 fireball to kill basically everyone if their dmg isnt high AT LEAST when they are full stacked then they would need another buff somewhere

Reply #17 Top

@ddd888 as;ldkfaj;sdjfslkj!! For the last time I'm not suggesting anything. I'm merely describing how the game works.

Reply #18 Top

yeah i understand, im just pointing out some problem that could occur

Reply #19 Top

I wish the HP were more up front and gained less through levels.

Reply #20 Top

I don't think armor ignore should be a base ability (or capped at 33%)

instead, for designed units, it should be a special ability that can be learned at level up (or auto-acquired)

 

Axes and Blunt -> Can gain "armor breaker trait" (at level 4? level 5?)

 

Yew Longbow -> can gain "armor pierce"

Reply #21 Top

Quoting Wintersong, reply 10

Quoting mqpiffle, reply 4Spears are quite powerful.  Not sure why they should ignore so much armor, or any at all.

As there is no such thing as "first strike against cavalry" (or "double damage against cavalry"), ignoring some armour is fine. Not sure that the most basic spear should ignore as much armour as a boar spear though. BUt I do agree with spears being powerful. They are neat.

 

Pole units should get a strike if someone leaves their ZOC. 

I also want to see halberds added into the game, maybe as a mid-game unit.

 

Tasunke: those abilities would be good Path of Assassin traits.

 

Also agree on leveling should impact HP less, but other stats more.

 

As for the unit size reduction, maybe damage should apply randomly to each unit, and units lose size when hp of an individual in a unit reduces to 0?

 

 

 

Reply #22 Top

Attack rating shouldn't stack one on top of the other, but rather something more like a +1 for each additional squad member, not +10+20+30, until even low tech units are one-slotting entire planets.

Don't agree about that. Attack should be multiplied by squad members just like it is now, but the damage should be much weaker overall. Units should be able to answer the first strike with mostly the same strength. I suggest making weapons MUCH weaker and decrease the gap between weapons, that would increase the battle legth and reduce the importace of first strikes a lot.

P.S.: Really, melee combats are not finished in one strike; remember total war series? Melee combats between two squads take MUCH more than one strike. I also think counter-attack should come back and should be made simultaneously (not after it) with the main attack. First strike in melee will become COMPLETELY pointless after that, as it should be.

Reply #23 Top

Quoting AAndrewKnight, reply 22

Attack rating shouldn't stack one on top of the other, but rather something more like a +1 for each additional squad member, not +10+20+30, until even low tech units are one-slotting entire planets.

Don't agree about that. Attack should be multiplied by squad members just like it is now, but the damage should be much weaker overall. Units should be able to answer the first strike with mostly the same strength. I suggest making weapons MUCH weaker and decrease the gap between weapons, that would increase the battle legth and reduce the importace of first strikes a lot.

 

 

The +1 thing may not be the way to go, but neither is making weapon damages *more* similar. That further de-emphasizes the important of tech and superior weapons to army attack value.  That's doing the opposite of what Brad is talking about.

 

We agree that damage should be weaker overall, but there's more than one route to that.

 

CdrRogdan has sold me on buffing lower end armor values.

Reply #24 Top

The problem is that if heroes are going to be using the same weapons than regular units, then the attack rating of 5 soldiers will be ridiculous compared to that single hero. So, some way to limit the attack rating of grouped units is needed.

Maybe the heroes should just use different weapons. It would be much easier to balance things that way, and it makes sense that heroes have unique weapons. However, this needs a lot of added content, and a lot of checking if the balance is correct. Although I guess the balancing needs to be done anyways.

Reply #25 Top

Quoting Bingjack, reply 23
but neither is making weapon damages *more* similar.

Not necessarily more similar, just weaker, so we would have, for instance 1, 2, 5, 8, 10 instead of 10, 20, 50, 80, 100 damage. So that it is not possible to kill a unit in one, or even two or three strikes, unless you use a very very late weapon against an unarmed opponet.