Sirp_ Wrote:I am very dubious about this combat change. It will make it much more difficult to take cities without bombardment support. It'll make it substantially more difficult to do so even with bombardment support. Suicide catapults can no longer be used to reduce defender's strength by 10-20% and make them very beatable; now you'll have to use more suicide catapults to reduce units by 50+% to make a big impact.
I think that taking cities was previously at a reasonable-hard difficulty level. Now I think it'll be almost ridiculous, and almost impossible if you're at a tech disadvantage.
Time will tell, of course, but I am disappointed by this change.
The combat thing can be summed up like this:
OLD WAY
1. Every unit has 100 Hit Points
2. Combat goes in "rounds". Each round, attacking unit rolls "to hit".
3. Odds of hitting are based on CURRENT STRENGTH AT START OF BATTLE.
4. Each time attacker hits, it does damage to defender.
5. If attacker misses, the defender does damage instead.
6. Damage does is based on CURRENT STRENGTH AT START OF BATTLE.
7. Rinse and Repeat until a unit dies. (Attacker who Withdraws avoids death.)
Summary: Damaged units have lost hit points, chance to hit, and damage amount.
NEW WAY
1. Every unit has 100 Hit Points
2. Combat goes in "rounds". Each round, attacking unit rolls "to hit".
3. Odds of hitting are based on CURRENT STRENGTH AT START OF BATTLE.
4. Each time attacker hits, it does damage to defender.
5. If attacker misses, the defender does damage instead.
6. Damage does is based on UNIT MAXIMUM STRENGTH.
7. Rinse and Repeat until a unit dies. (Attacker who Withdraws avoids death.)
Summary: Damaged units have lost hit points and chance to hit.
If you look closely, you'll notice point #3 is unchanged. So instead of damage cubing its effect, now it merely squares it.
Thus, it does most certainly help a LOT to peel hit points off the top of units, still.
The help isn't as much as before, though.
I simply haven't seen enough to judge it. It makes literally no difference at all between fully healthy units. My statement earlier in the thread is true: it is a move back toward a more linear model, and it increases the impact of dice. How much movement and how much increase is the question. If it turns out to be fairly insignificant, it might not be that big of a deal. Or... maybe it will be. We'll just have to wait and see.
- Sirian
Fortune favors the bold.