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AoW2 Gameplay Help & Strategies
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Topic Subject: Combat Mechanics
posted 05-17-01 03:31 PM EDT (US)   
I was wondering if the combat mechanics for AoW2 are the same as they are in AoW. Specifically, Att vs. Def and Res. Why? Well, because the flat out 10% per difference allways kinda bugged me. As it is, Att 1 thru 6 all have the same chance of hitting Def 10, and when they do hit, always do max damage. Now, maybe nobody else cares, but it just seems stupid to me. Regardless of how high the targets defense is, raising (or lowering) the attack value should have some consequence. This could be remedied by a system similar to numerous games (computer and otherwise) where each "point" of attack has a chance to score a hit, and each "point" of defense has a chance to block one hit. This obviously would necessitate changes to the damage value. So, anybody agree, even slightly, or am I just ranting?


K.


Mental health is an extremely serious issue, which, if not detected and treated early on, will drive you mad.
Replies:
posted 05-17-01 04:00 PM EDT (US)     1 / 17  
what do you mean? if you mean that the chance to block an attack is higher than the chance to hit then no damage is accrued but if the reverse happens then the person receives the damage listed in its stats

May the road go on FOREVER!
posted 05-18-01 02:26 AM EDT (US)     2 / 17  
Sounds like a double check.

Test 1: AR
IF Hit THEN Test 2: DR
IF Blocked THEN no damage (alt. reduced damage) ELSE full damage

posted 05-18-01 02:40 AM EDT (US)     3 / 17  
No, Kaljahama has got it about right.
If a unit with an attack of at hits another unit with a defense of def then
if def=at then the chances to hit are 50%
for each point def is higher than at, the chances to hit a lowered by 10% until the chance to hit is reduced to 10%.
Then for every def/at the chances to score a critical hit is 10%, so if the chance to hit was 10% and a hit is scored it will always be a critical hit.

A critical hit means the damage done equals the damage stat of the attacking unit.
A non critical hit means the damage done is a random number between 1 and the value of the damage stat.

This explains why halfling slingers are so good.

I think the combat mechanics need to be changed in AOW2. But for the original AOW it is the only thing that stops the higher level units from become all but invincible, when facing hordes of lvl1 or lvl2 units.


Steel Monkey
posted 05-18-01 11:56 AM EDT (US)     4 / 17  
Well, my primary concern was a situation like this:

You're fighting a big monster with lower level units. You want to beef up your guys with spells to help them, but realise that it is an excercise in futility, because the +1 or +2 to Att would, in fact, do nothing.

I still say that evey point should count for something. Also, the silly effect of always getting a critical should be purged.


K.


Mental health is an extremely serious issue, which, if not detected and treated early on, will drive you mad.
posted 05-18-01 12:10 PM EDT (US)     5 / 17  
Well, looks like everybody is coming out from hiding!

That's one way of looking at it, Kaljamaha.

But in AOW all units have a 10% chance of causing maximum damage against all other units.

Just like in D&D, a critical hit, always hits.

Quote:
You're fighting a big monster with lower level units. You want to beef up your guys with spells to help them, but realise that it is an excercise in futility, because the +1 or +2 to Att would, in fact, do nothing.

I still say that evey point should count for something. Also, the silly effect of always getting a critical should be purged.

I see that as more of like saying that a 7 year old should have a better chance of betting Bruce Lee in a fight than a six year old. The reality is, neither one is going to stand a chance, until they at least get close to his skill.

Dark Spider

posted 05-18-01 12:18 PM EDT (US)     6 / 17  
Good analogy my Arachnid friend. units should always have a chance to do damage but only in relation to how good they are compared to that unit like Dark spider said.

However the turnbased combat system doesn't allow for the advantage of numbers.


May the road go on FOREVER!
posted 05-18-01 12:26 PM EDT (US)     7 / 17  
Well drkspidr, you have correctly interpreted my view.

As to you analogy of the six and seven year olds vs. Bruce Lee. No, neither could beat him, but the sweat and possible (extremly) smallish bruise caused by the seven year old would be more severe than those of the six year old.

Ok, but that example is rather far out. More on these lines:

A swordsman (Att4) is fighting, say, a hero (Def9). Now, I still say that casting a +1 Att spell on the swordsman should have SOME effect. I mean, to me at least, it's kind of silly that the +1 Att means nothing.

Any Triumph people care to comment on this?


K.

posted 05-18-01 04:08 PM EDT (US)     8 / 17  
I see your point Kaljamaha.

I think the real issue is because of the 10 percent increase and decrease per point.

The difference between the 6 and 7 year old kids wouldn't be 10 percent.

Dark Spider

posted 05-19-01 04:06 PM EDT (US)     9 / 17  
What if the heor got tireder the longer he thought which ment his stats would go down so numbers would give advantage, then you could possibly incorperate constitution

May the road go on FOREVER!
posted 05-21-01 05:44 AM EDT (US)     10 / 17  
AoW2 will use a similar system to AoW1, but will use a 20 point range, so each point will equal a 5% +- chance...

This will give us a greater range to spread out unit stats, and also allow more variation in to-hit %s... while still giving all units at least a small chance to hit a stronger target (5% minimum, 95% maximum).

The Damage part of the roll has been changed, and is now included in the ATT/DEF roll, with all #s from 1 to DAM possible on a successful strike...

If the ATT vs DEF is still VERY low (a >9 point difference), it's entirely possible that a spell that gives a "slightly better" chance to hit (+1 ATT), does no real good to a unit with only a "snowball's chance in hell" of hitting in the first place... I'm not sure I see a problem there (or in AoW1, for that matter)...


Josh Farley
Programmer
Triumph Studios
posted 05-21-01 01:41 PM EDT (US)     11 / 17  
Josh, is it possible to add a small "pop-up" sheild or something that tells how much damage a unit has inflicted/received in tactical combat?

In FC, you see the small sheild pop up that tells you how much damage has taken place, like "4" or "2," but in FC you have to actually click on the unit to see what their health is (besides looking at the health bar, of course).

It may be a small thing, but I like to see how much damage is being done per strike.

posted 05-21-01 02:13 PM EDT (US)     12 / 17  
Draco that is one of the best Ideas I have heard all day and it's been a long day. I second your Idea do I hear a third.
posted 05-23-01 10:33 AM EDT (US)     13 / 17  
Thanks Josh for the clarification. Just curious though, how exactly is the inflicted damage calculated?

Draco, I can't at the moment remember excatly how FC (almost never use it myself) displays the damage dealt, but I seem to recall a "splash" (color indicating damage type) with a number appear on top of the creature hit? If so, I wouldn't want those in TC, at least not appearing on top of the unit's figure. I wouldn't mind a text line indicating the damage done, could be kinda useful.


K.


Mental health is an extremely serious issue, which, if not detected and treated early on, will drive you mad.
posted 05-23-01 10:51 AM EDT (US)     14 / 17  
We'll have a 'Combat Event List' that shows all details on every combat action, including melees, damage from area effect attacks, spells and damage side effects. This way you'll know exactly what's going on. The Combat event list is placed at the same location as the world map event list in the interface.
posted 05-23-01 11:08 AM EDT (US)     15 / 17  
That should help those of us who really want to know what are trops are doing. I don't know about anyone else but I get kinda attatched to my troops. I want to know what my Orc warlord did to those pesky little penguins.
posted 05-23-01 03:07 PM EDT (US)     16 / 17  
That's very good!

Steel Monkey
posted 05-23-01 04:16 PM EDT (US)     17 / 17  
Good... i think 2 things should be included as well in combat:

1 The chance to end a battle in FC, after it has been started in TC. (Watch out though, that could be used to attempt getting out from difficult situations.)

2 An improved FC which tries to resemble more to a TC in terms of outcome.

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