Back in the E:WOM days, there were a few of us (notably Kenata and Werewindlefr) that felt that the Combat values span was much to vast. This is a side effect of the Square mechanic that atack versus defense uses. According to the most recent post I could find on the subject, this works as follows:
Max Damage = Attack*Attack/(Attack+Defense)
Min Damage = Max Attack/2,
Attack values are still squared to determine damage, so a 9 attack = 81 damage, while a 3 attack = 9 damage (minus defense of course). This gets worse as the values climb higher, and we have at least one 66 attack weapon (potential of up to 4360 damage assuming a defender with 0 attack/defense) in E:LH.
Why is this an issue for me? Because low level units are quickly outclassed to the point of irrelevancy. Sure, they should be weaker, but some of us still think that even a lone slinger should stand a (small) chance against a mid/late game armored juggernaut. Mainly, the juggernaut should at least have a CHANCE of getting scratched, so if he is facing a horde of 'cheap' units, he shouldn't walk away completely unscathed all the time. There should at least be a little damage...
So, one of the things I've been tinkering with for several Elemental iterations now is adjusting combat values upward slightly on the low end and significantly down on the upper end, with appropriate hit point adjustments as well. While some people like one shot kills, I'm more of a fan of multi round affairs, so this generally falls along the lines of providing a 'base' level of armor (0 defense is just insane in a squared environment), a base level of attacks (so all weapons add to the base value, not start at their base value), and massively scaling back the higher values, both on the attack and defense end.
Elemental has been rather frustrating to me in this regard. I had an idea on the 'base defense' value, involving Con/3, but of course stats have been pretty much abandoned, so I have to hard code that into the base unit stats of each unit, based on what I think the Con might be. Hit point ranges need to be tweaked accordingly as well, and I'm still experiimenting along those lines. But I'm sort of rambling here.
I tend to do 'drive by' modding when releasing Elemental mods, as the deeper concepts don't seem to work out the way I intended due to the mechanics not being in place for them, so I get frustrated after a while. I tend to have very specific goals in mind, and don't like to setlle...
I tinker with the more involved stuff from time to time, but I tend to wander from concept to concept, to allow a fresh perspective to emerge. Also, other games tend to distract me, and finally some mechanisms were flat out removed from Elemental that some of my concepts were built around (which gets a little aggravating after a while, which is why I find it is better to wait until the various patches play out). But again I am digressing here...
My personal current build has the tweaked base values in place, and the early game seems to be playing out well. I haven't tackled the later game values yet (waiting for 1.6 to play out before I tackle the weapons and armor values).
My question is: Is there still anyone out there still interested in a 'scaled back' combat model for Elemental, where the high end values are in, say, the 20's (maybe 30+ in extreme cases), with weapons scaling upwards at a lower rate, along with armors? Where even 'unarmed' Pioneers can still whack you upside the head for your insolence? If there is interest, I can focus on fleshing this out, and wouldn't mind a robust discussion to help arrive at the proper balance along these lines. Just trying to feel out the interest amongst the collective here... Kenata and Werewindlefr are pretty much out of the picture at this point, and there are a lot of other things to focus on r.e. modding Elemental.
I'd love to get this discussion rolling again, if there is interest!