Bingjack Bingjack

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

[.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 #51 Top

True ... it would be nice if Crossbows could "somehow" be better vs Plate than Vs Chainmail.

(I think it depends on a number of things ... ultimately even if plate offers a bit more protection, it'd still be less cost effective vs Crossbows I think ... as Chainmail (in a perfect world) gives extra defense vs Piercing damage.

 

I don't have the numbers in front of me, but assuming complete sets of homegenous armor ... (just for sake of example, with Chainmail being a 'weaker' armor yet more useful vs arrows)

say Chainmail giving a total of +12 defense and +10 piercing defense,

while Plate would perhaps give +18 defense and +10 cutting defense ...

-> A Crossbow could be X piercing attack with 40% armor ignore.

Therefore its looking at 18 vs 22 for a piercing attack.

So the X-Bow would be attacking against 10.8 defense for plate wearers and 13.2 defense vs Chainmail wearers ...

 

Now for a sword with no Armor resist, you will see a Sword attack Chain at 12 defense, while it attacks plate at 28 defense.

Even if Chainmail gave +12 defense and +8 piercing, while plate gave +20 defense +10 cutting defense ...

Chainmail would be less expensive yet give equal defense vs Crossbows.

-> Ultimately we would be looking at cost effectiveness here ... (if we decide that Chainmail should be more potent vs archery than plate-mail, then defense + extra piercing defense should be roughly equivalent to (and cheaper than) plate mail ... when compared to piercing).

-> However, if we don't want the same effectiveness of Chain vs Spears, we would be in a pickle. If we wanted Spears to be another beast, we could try to have Spears ignore a degree of the 'Piercing defense'. Yet only the piercing defense portion and not total defense.

->Personally I think whether Spears are affected by Chainmail or not is rather arbitrary, but I think an IMPORTANT detail is that Chainmail is an armor very much designed for blocking arrows, and should thus be a huge improvement over leather in this category.

I think its fine that Clubs and Staves don't have a 'penalty' vs Plate or Chain, as they can still knock ya in the head. However ... Axes, Hammers, and Maces all have that "Blunt force piercing ... which is the key of Blunt as we have learned it in being separate from spears and swords"

-> Therefore I think Axes, Hammers, and Maces should be the ones with 20%-50% armor ignore.

-> Whether to give Axes full blunt attack, or a mixture of Blunt attack and Cutting Attack, or still keep the cutting attack ... some form of Axes ignoring weapons would be nice to add. However at LEAST adding this quality to Maces and Hammers would be our primary focus here.

Reply #52 Top

@ Tasunke

We're well off topic now, but something along those lines sounds reasonable to me.  Don't know if we'll see it. We had the same public discussions prior to WoM too. It's all deja vu.  I just honestly don't know if the devs are up for that degree of damage modeling.

 

Just don't give too much love to blunt and piercing at the expense of cutting weapons. The game already favors blunt weapons because the drawbacks don't balance their extreme damage potential. Mauls are obscene.

There's a reason swords endured through the years, while blunt weapons diminished. They are versatile, and require less physical strength to use effectively. Blunt weapons should have a severe initiative penalty, and a lesser  -accuracy in my opinion, much as you suggested earlier. Any armor penetrating weapon should go hand in hand with -initiative. Crossbows were slow too.  And cutting weapons should have significantly higher crit potential, IMO, that can further be capitalized on by specializing in +crit traits.

 

But like I said, it should all be on a weapon by weapon basis, not a flat damage type basis. Then you're just upgrading to a slightly improved version of the same weapon, like in Gal Civ 2, which was boring.  Not all swords are slashing. Some are piercing and penetrating. Not all blunt are armor-penetrating, nor are all piercing.  I dont want to see a shortsword be the same weapon as a dagger, with slightly better numbers. That makes for boring combat, boring unit design, and boring tech trees.

Reply #53 Top

Just throwing this out there, but making an armor type resistant to multiple types of damage is probably easily within coding perameters and is certainly a viable suggestion. Making weapon types inflict more damage against different armors would be more difficult to code, but might be reasonable enough for the devs to consider it.

That said, it isn't entirely necessary to make every armor type weak against some damage type or other. Heck armor could probably even be coded to grant additional hp or hardcoded damage reduction. Weapons could come with special abilities that made their selection more viable other than using a rock/paper/scissors mechanic.

Reply #54 Top

I agree blunt should have some form of initiative and accuracy penalty ...

possibly just in the form of Encumbrance (Being a heavy weapon)

 

I don't mind if Chainmail is simply the best armor vs Piercing ... as that would be better than the current form.

I like the idea of giving swords a bonus to dodge. (I think I mentioned it in the above post)

 

Certainly swords should weigh less/ have less encumbrance.

As I said, leather armored Swords would most likely defeat Plate armored Maces/Hammers due to having a higher dodge and accuracy, and costing less to make (leather armor).

 

I agree that Swords are highly versatile, although I think we should have clear functions for Spears and Hammers.

 

I'm not really arguing any radical changes here ... just for Chain vs Pierce and Plate vs Cutting.

and for Axes, Hammers and Maces to have the armor-ignore instead of Spears and Yew Longbows.

(Crossbows can have armor ignore however ... probably more expensive and from the Civ tech tree, instead of warfare ... maybe Construction (or a later civ tech) + the Basic Archery tech?)

 

Axes can be the only cutting weapon with armor ignore, while the Maces and Hammers can be the Blunt weapons with armor ignore.

 

The only (and best) advantage of spears should be their overall cost-effectivness. Always weaker than metal weapons, certainly, but also a lot cheaper.

Better spears can be a bit stronger and more expensive ... but not requiring metal. (only Pikes should cost metal imho)

 

The strength of swords should be ... less weight, more accuracy, and increased melee dodge.

Reply #55 Top

Anyways, to get back on topic ... Units should just have larger starting health, (and possibly less Con bonus per level to compensate)

 

->Meanwhile Champions Con bonus should possibly go higher ... (from 0.3 to 0.5) both to deal more readily with larger HP of level 1 built units, and because leveling is slower.

 

Increasing the HP ... and lowering the attack of non-metal requiring weapons (especially clubs) would do a lot to address the concerns of the OP.

Reply #57 Top

nice link! :)

 

However ... I wonder why they used arrow types from the 1400s as gunpowder was starting to see increased use by then.

The only reason Plate Armors became increasingly potent in the 1600s was an arms race with 'muskets' not archers.

 

For some reason I think if archers were that effective in the 900s- 1200s ... we would have seen better armor types introduced well before the 1400s ;)

Reply #58 Top

Platemail most certainly did not use chain underneath as it was simply a less effective (though much cheaper) form of metal protection. Padding was always used underneath metal armors. In fact wearing just chain would cause considerably more harm from blunt weaponry than wearing nothing at all.

Realism aside, different functioning weapon types are much more preferably to simpy inflicting more or less damage to various armors. In addition looking for ways that weapon types can effectively bypass armors is against the nature of this thread, as it's intent was to look for ways to increase the survivability of regular units.

Right now I am fully aware that regular units can gain far more hp than any champion could ever hope, and at later levels are outright rediculous in their ability to soak damage. It is early game and at low levels that this issue is most apparent. The solution is to increase armor, hp, or reduce weapon damage in the early game. Other options could be counterattacks to make first strikes less devastating and/or reducing the rate at which figures are lost in a troop.

Reply #59 Top

I see. I was under the impression that they used metal links to connect the plates (within the same dimension), and that padding was only used underneath/around etc.

Were the plates instead placed within pockets in a coat of padding? (talking about multi-plates, not a solid piece)

Reply #60 Top

I second the units needing more HP at start, and less/level (it's already the case in MoM and AoW). Damage from a group should be distributed among the models of the target group, and not affect a single model, until it is killed, before going to the next one...

 

There is no way a squad of 10 swordmen would be able to focus against a single opponent before going to the next one. That or make units start losing models at 50% (the first suggestion would make single model units more potent against group, as they would still deliver their whole damage to a single target).

 

I too think the current system would work better with armor having different types of damage resistance to blunt, piercing and slashing. I'm not sure it can be done, but having weapons gain bonus when mounted and against mounted would give piercing weapons another niche (cavalry lance would have a huge bonus when using mounted, with crappy base stats when used on foot, while pikes would get a bonus against mounted, and still be useful in other situations).

Reply #61 Top

Well ... here is the thing.

If a unit of 10 fights another unit of 10 ... maybe you divide the damage by 10 and give it to each figure.

BUT!!!

If a HERO deals damage, you KNOW one of those figures is going down.

1 guy dealing 20+ damage = at least one figure dying. (if the figures have less than 20 health each)

 

Reply #62 Top

Quoting CdrRogdan, reply 58


Realism aside, different functioning weapon types are much more preferably to simpy inflicting more or less damage to various armors. In addition looking for ways that weapon types can effectively bypass armors is against the nature of this thread, as it's intent was to look for ways to increase the survivability of regular units.

 

This goes back to my belief that squads are simply racking up ridiculous attack values, and my desire to see damage brought down overall, one way or another.  I just dont like the current squad multiplicative stacking system. It's too literal.

 

Who cares if a blunt weapon can damage through plate, if every squad is doing 50 (edit:5x10 to keep CdrRogdan off my back) attack just by stacking more members.  I dont think it's a one or the other problem. Hp, Armor, and attack ratings all need looked at, and the nature of squad stacking in general. More than one way to get there.

 

If squad number is more about survivability, and offensive potential is more a function of technology, army battles become more about attrition. In which case, you would welcome more opportunities to tailor your squads to the opponents your realm is facing, and find a benefit from researching a superior weapon, or a weapon that is stronger against your opponent's general defensive tech level, because differences really matter.

 

Reply #63 Top


@Bingjack For the second time you misunderstand how combat works. That squad is -not- attacking for 50. It is attacking 5 times for 10. Meaning if the enemy has 20 armor your max damage will probably average 2 damage per unit, meaning the total damage would be 10. If however if the enemy was wearing no armor your average damage would be 6 per unit, totalling 30.

If however the same scenario was used for a champion with 50 attack, average would be 15 against the 20 armor and 25 against the unarmored. This means that in some cases adding damage literally to units instead of multiplying the damage would result in more damage. Additionally making damage increase statically reduces the purpose of using upgraded weaponry as the increases are typically in the area of 1s and 2s

Reply #64 Top

Quoting CdrRogdan, reply 63

@Bingjack For the second time you misunderstand how combat works. That squad is -not- attacking for 50.

 

No, I understood you the first time. What I also understand is that it doesnt matter, the effect is the same. Large squads attack for huge amounts of damage.  More damage than I would even want them to do in a single strike against completely unarmored opponents with high HP, unless the damage was the result of them having  advanced weapon tech.

Reply #65 Top

Answer me this, while we're on the subject. Why do we need an entirely separate multiplicative combat system for army units, anyway?  The one for solo units is pretty intuitive, unlike the wackiness you get with the squad units.  The game made more sense to me when I was just fighting champions against monsters.

 

Since I'm in the habit of asking dumb questions, why can't the army units function like any other unit, with the appearance of more "guys" being a cosmetic indicator of HP level, like in some other games?

Why cant it be as simple as designing any other unit, except that +member squad tech adds more Hp and possibly small additive attack gains, weapon tech adds better offensive potential (possibly further modified by individual weapon characteristics), and defense a measure of armor tech, with the unit gaining a little more of each (or better, a choice of which to gain like in Civ) at level up?

 

Offensive degradation is already modeled by HP in large part, in that if you come into a battle with half HP, you will do less damage over the battle. Putting such a strong emphasis on lost members =gimp sort of burns the candle at both ends.

 

I'm sure the devs have reasons, I'm just curious.

 

 

Reply #66 Top

I don't know if anyone's mentioned this already, but the problem may be that every unit gets first strike.  If it is the attacker, its damage is inflicted and casualties assessed against its target, before the target responds.

This should really only happen for some units.  Normally the two units engaged in melee should both do full damage calculated based on their status at the beginning of the engagement.  (The defender should usually get a defensive bonus, but only if it's actually in a defensive position / stance, not if it is also moving to engage.)  Think two units of swordsmen engaging - both are striking at the other at the same time - it's not a duel where one strikes, and then the other takes its turn to strike if it survives.  (Damage capability would need to be looked at, since right now each unit might have the capability to do 75-100+ % casualties to the other, and obviously it would be extremely rare that both units die / do 75% casualties to the other.)

Only certain units should inflict their damage, and casualties to the opposing unit, before counterattacks are calculated.  Spears versus swordsmen, cavalry w/ lances against normal infantry, pikemen against cavalry.  To simplify things, other games have given "First Strike" as an attribute to certain units which then gain Elemental's current initiative / attacker bonus against all units that didn't have an attribute like, "Negates First Strike".

The current system is, not to say broken, but imbalanced and encouraging gaming of the system (faster movement speed can be more important than attack power or defense.  I say that from the POV of former professional Marine and programmer, and amateur military historian specializing in the Crusades through the 1800s.

Reply #67 Top

Bonus vs horses is more about unit organization, and less about what sort of pointy stick you use.

Unit discipline is key when fighting horses. A line of soldiers will scare off a horse, while disorganized  rabble will always be slayed by horsemen because the horses are not afraid of individual warriors, only a line of disciplined soldiers. (a horse isn't effective against a battle line because the horse won't charge into said battle line. If it did, just as much damage would happen to the enemy as to the horse itself, even if they were using Horse Slaying spears of awesome)

Reply #68 Top

Quoting Lawlesss, reply 66
I don't know if anyone's mentioned this already, but the problem may be that every unit gets first strike.  If it is the attacker, its damage is inflicted and casualties assessed against its target, before the target responds.

This should really only happen for some units.

 

Yeah, I dont get worked up over the first strike thing like some people. Plenty of good tactical games allow this. Target selection based on who you think you can remove from the board without them getting another attack is perfectly acceptable tactical strategy.  But in  the games that do this the attack and defense values are much more balanced, and you can rarely remove a piece based solely on a first strike, unless you greatly outnumber them, or they are nearly dead already.

First strike is overwhelming in this game because the squad's offensive damage is overwhelming relative to target defense and hp levels. Even if they arent killed, their offensive capability is greatly diminished.  If units had to trade punches a bit more, it wouldn't be as big a deal, except when selecting a target for a coup de grace, in which case you should feel clever for making proper target selection.

 

I dislike simultaneous turns. I wouldn't mind seeing limited counterattacking back (maybe 1 per turn without perks that increase that number), but there's already another thread going on those issues:

https://forums.elementalgame.com/418739

 

Reply #69 Top


I suspect they made regular units and champions / most monsters function differently so there was more than a cosmetic difference between them. It also made more sense that squads of units would march around together rather than singular units in their own little troop. This was a neat way to represent this. Personally I like the way this functions because it reduces the effects of the random number generator. The more figures you have defending and attacking, the more likely the number of hits and damage will strike for the average as indicated.

Probably the biggest drawback to this is that singular strikes from champions and monsters need to have very high attack values to hit for damage of equivalent value, making armor lose a great deal of effectiveness. If heroes and most monsters instead had multiple attacks, wearing armor against them would be significantly more valuable and their own damage would have a much greater chance to be normalized as well.

Heck if heroes could gain multiple attacks we wouldn't need to hand them out impossible to produce weaponry of unrealistic damage ratings to be competitive, and instead could use our research to equip them.

Reply #70 Top

My thoughts:

A glass cannon is a description in two parts... the first is the low consitution and defence and the second is abnormally high attack.

There has been a discussion of lowering attack and raising constitution I'm just going to add that defence should also be raised. Skin provides an effective barrier to many things, scales/shells/stoneskin/chainmail also prevent limbs falling off when hit with a stick or fork. Constitution/HP = more limbs/skin to lop-off/bruise before death... it's not that HP doesn't matter, just that it should be adjusted after and not before defence.

I'm not going to mention numbers, that's up to the person in charge of the spreadsheets... I just think that defence needs a minimum amount based on race that is non-zero. After that weapons should still be adjusted and perhaps other combat mechanics tried out to avoid scaling being a problem with stack size. Once those two are balanced then HP should be adjusted so that the attack power that gets through the defence is enough to kill a unit in a reasonable amount of time... which should be more than 1 hit for early game units. I'm sure you could draw up a simple speadsheet of match-ups between unit designs at different levels and atm most would last 1 attack... and kill most of their matches in 1 attack to boot. Still, it's the early game feel of match-ups that to me feels a little glassy... winning before I get any more than leather on small/medium maps probably doesn't help.

Reply #71 Top

non-zero defense is an interesting idea ...

Although if we only increase defense and don't remove armor pierce from Spears ... then everything else becomes a bit more balanced and the NO METAL spears are still the best choice.

Reply #72 Top

I assumed the armour negating option was a placeholder to give them a bonus against mounted knights... or just a simpler mechanism than a bonus vs mounted troops or +piercing damage on firststrike... anyway if you were rebalancing based on number of hits to kill different standard designs then their damage (spears) would have been nerfed at that point while taking into account the piercing bit... so a much lower base damage because they work better against high defence designs... anything with unique additional effects like first strikes/armour negation/piercing/mauling/%bonuses will have some benefits that simple attack numbers don't take into account... hence balancing by average hits to kill opposing designs.

Reply #73 Top

Adding additional defense without changing how defense works is unlikely to resolve the matter. Part of the problem is how defense is calculated (there is no minimum value). That means that with an 80 defense it is possible to still take 30 damage from a singular 40 rating attack. By the same token Attacks of 15 against an armor of 30 are just as likely to hit for 10..

The difference is that if you are using multiple attacks the chances of the average being this high are very low. Unless something is changed about how defense is calculated, the only way to prevent one-hit kills is to raise hp.

Personally I don't understand the need for some monsters to have such high attack ratings when overpower exists as a trait. Ogres and Drakes hitting for 40 -with- overpower is super overkill. Their damage should be low enough that chain or better armor gives that unit a good chance to soak the attack.

Reply #74 Top

I had thought spears were given armor ignore ... so that they could fight powerful beasts. However I do not think this is necessary, and if that was the case just add +10vs beasts or something.

 

In any case, It would be kinda cool for some monsters to maybe have a lower/reasonable attack yet also have OVERPOWER.

Having only weak attacks without, and strong attacks with ... has less monster variety.

 

Maybe Ogres should be the low/medium attack WITH overpower. (or trolls)

Reply #75 Top

That means that with an 80 defense it is possible to still take 30 damage from a singular 40 rating attack. By the same token Attacks of 15 against an armor of 30 are just as likely to hit for 10..

 

Max damage = Attack * (Attack/(Attack+Defense)). In your examples, Max damage1 = 40*(40/120) = 1/3*40 = 13 and Max Damage = 15*15/45 = 5.

Defense works as intended. What doesn't is that base hit points are too low compared to potential damage and only increases with level, not with tech or traits (aside from constitution boosting traits which have a minor impact at first level). Because even if on hit only removes 1/3rd of hit points, that's 1/3 fewer soldiers in a group before that group can even contribute to the battle. And 1/3 is actually not that high in FE, where 2/3 is more common.