RE: Defense too strong
Posted: Sun May 17, 2015 2:49 am
Returning to the statemant of the OP, I would like to add my two cents. I have two suggestions. The strength of the defender is something that has buggered me too, all the way since WitE. It somewhat takes away the fluidity of battle. On the other hand, the ability to ’dig in again’ gives the game the natural effect that the attacker have to stop from time to time and decide for a point to start a new offensive, rather than pushing unnaturally all along the line. So any change in the abilities of the defender has to be a carefully calculated one.
I agree with the above speakers pointing the finger at the great advantage of reserve actions by the defender. Since the attacker must better the number of units thrown into battle in order to reach at least twice the force encountered by defending reserve formations to get at 2-1, the defence have a clear advantage, probably stemming more from the game engine than from historical autenticity.
Perhaps the term ’reserve’ should be split into two – ’reserve’ and ’follow-up’ – with the former being an action chosen by the defender while being in the active phase, and ’follow-up’ chosen by the attacker going for a specific assault. When battle starts, ’reserve’ should have a certain chance of sending supporting units as now, while ’follow-up’ should suffer a certain risk of not sending units; i.e. in most cases, ’follow-up’ is more likely to add to the combat resolution than 'reserve'. Before ending the phase, the active player can change any ’follow-up’ units to ’reserve’, making them eligible for action in the opponents turn.
My second suggestion regards the 2-1 rule. Once the calculation reaches the final odds, as it is now, the outcome is decided. This is where I think a further calculation should kick in – the determination of retreat. Instead of having the fixed value 2-1 as an ’always’, I’d like to see that a 1-1 gave a 5 % chance of retreat, a 1,7-1 a 10 % chance, with the now fixed 2-1 giving perhaps 80 % chance of success, 3-1 giving 90 %, 4-1 giving 95 % and so on, up to the level where any chance of holding ground would be ludicrous. Likewise, even results less than 1-1 should have a very rare chance of throwing the defender back.
As it is now, one sometimes feel that the 2-1 inevitability is not like facing a very high wall, but a wall that stretches to a ceiling, locking the attacker into a closed room. Now I don’t say the above percentages has to be the exact numbers, it’s just a crude example, but loosening the 2-1 rule a bit could go a some way of alleviating the problem with too strong a defence.
I know, mixing with the reserve system the way I suggest, is probably not doable without a massive effort in programming, but wouldn't the addition of a more random retreat system be possible?
I agree with the above speakers pointing the finger at the great advantage of reserve actions by the defender. Since the attacker must better the number of units thrown into battle in order to reach at least twice the force encountered by defending reserve formations to get at 2-1, the defence have a clear advantage, probably stemming more from the game engine than from historical autenticity.
Perhaps the term ’reserve’ should be split into two – ’reserve’ and ’follow-up’ – with the former being an action chosen by the defender while being in the active phase, and ’follow-up’ chosen by the attacker going for a specific assault. When battle starts, ’reserve’ should have a certain chance of sending supporting units as now, while ’follow-up’ should suffer a certain risk of not sending units; i.e. in most cases, ’follow-up’ is more likely to add to the combat resolution than 'reserve'. Before ending the phase, the active player can change any ’follow-up’ units to ’reserve’, making them eligible for action in the opponents turn.
My second suggestion regards the 2-1 rule. Once the calculation reaches the final odds, as it is now, the outcome is decided. This is where I think a further calculation should kick in – the determination of retreat. Instead of having the fixed value 2-1 as an ’always’, I’d like to see that a 1-1 gave a 5 % chance of retreat, a 1,7-1 a 10 % chance, with the now fixed 2-1 giving perhaps 80 % chance of success, 3-1 giving 90 %, 4-1 giving 95 % and so on, up to the level where any chance of holding ground would be ludicrous. Likewise, even results less than 1-1 should have a very rare chance of throwing the defender back.
As it is now, one sometimes feel that the 2-1 inevitability is not like facing a very high wall, but a wall that stretches to a ceiling, locking the attacker into a closed room. Now I don’t say the above percentages has to be the exact numbers, it’s just a crude example, but loosening the 2-1 rule a bit could go a some way of alleviating the problem with too strong a defence.
I know, mixing with the reserve system the way I suggest, is probably not doable without a massive effort in programming, but wouldn't the addition of a more random retreat system be possible?