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View Full Version : "agility" stat suggestion


canopus
01-22-2004, 07:48 AM
Perhaps this will never be needed/used in this game, but if you look at the stats currently we have 4 that relate to damage:

hp
armor
blocking
attack strength

"attack strength" is modified by "armor" and applied to hp of defender

"blocking" is not modified by anything. It is equally effective against any attacker, and will negate the attack 100% if invoked.

So a new stat, "agility", could add to the combinations of battle effects by raising the attackers chance of hitting against blocking in the following way:

The Assassin could be given an agility of 25. This number would be subtracted from the blocking % of the defender, so instead of 80% knight blocking from front, against assassin, the blocking would be 60%. Side attack would be 40%-20 = 20%.

This attacker side stat could add more variety to the types of units being created.

It is not realistic that blocking has the same effectiveness against all physical attacks...

-canopus the troublesome

:D

Sephiroth
01-22-2004, 09:17 AM
hmm... that would get annoying when your down to the your last unit and so is he and his unit has better agility but than again this is tactics hehehe i'de be running away from it untill it comes close enough i could attack it yes i could see this is use but it would just frusterate the players more

Tequila_Budgie
01-22-2004, 11:51 AM
they would have to retool the game engine to make this work.

canopus
01-22-2004, 04:48 PM
Oh, ok, nvm.
Don't want to make things more complicated, that IS a pitfall of any game system, keep it simple is the rule!

There is probably enough variation as is with the current blocking stat:

1) front (base level) blocking %s.
2) side blocking (~50% of front)
3) unblockable hits from magic

OTOH, I'm sure that specific units could be given a special "agility" bonus, for instance:

my Ninja, not related to other already spec'ed ninjas (apologies):

Same as Assassin except:

1) unblockable (the first physical unblockable)
2) only hits one square, not multiple.
3) better armor (20+)
everything else (hp, movement, recovery the same)





:)

silentfish
01-23-2004, 04:40 AM
that armor would create too much of an inbalance, especially with stonie. That would make his armor.... 65 or so? yea.... thats totally unbalanced. Needs tweeking

drakonfire
01-23-2004, 09:52 PM
Originally posted by silentfish
that armor would create too much of an inbalance, especially with stonie. That would make his armor.... 65 or so? yea.... thats totally unbalanced. Needs tweeking


*scratches head* where did THAT come from exactly?


but about the original idea of the thread, i'd like to see a bit more strat invoked with stats and all, but until they can get it just right i'm happy with the way it is, they would have to do a TON of playtesting before they ever implemented a new stat, plus there is the whole re-tooling, as already mentioned

canopus
01-24-2004, 08:17 AM
Sorry silentkill, I mean armor 20 not +20.

Originally posted by drakonfire
*scratches head* where did THAT come from exactly?

but about the original idea of the thread, i'd like to see a bit more strat invoked with stats and all, but until they can get it just right i'm happy with the way it is, they would have to do a TON of playtesting before they ever implemented a new stat, plus there is the whole re-tooling, as already mentioned

Thanks for response.

But what about my suggestion for units (see ninja above) with a physical attack that is unblockable? Wouldn't this be new and basically satisfy this problem of the knight having just as much chance of blocking a slow mud golem attack and a swift assassin attack.

This could be used to retool old units, maybe the assassin is unblockable but does 10 not 15 damage?

-canopus the grey:cool:

drakonfire
01-24-2004, 10:39 PM
*shrugs* i dont really care about the slow/speed factor of blocks and crap, but as to the ninja, a basically balanced unit, though can anyone say super-mage-killer? stone that sucker and... wow... 50% damage reduction? even with a 2 recovery that thing would essentially be garanteed to attacks before it died... maybe lower the movement speed by one and blocking to... 50?

Smubeht
01-25-2004, 01:40 PM
way overpowered..32 armor+30 from stone = 62 armor..

unblockable 18 dmg..late game u auto win..if u down to 2 guys at end..its not luck now..its ur piece vs thier crappier one..

canopus
01-25-2004, 07:36 PM
Originally posted by Smubeht
way overpowered..32 armor+30 from stone = 62 armor..

I meant 20 armor total so with stone it would be 50. remember hes a ninja and has to be real hard to hit.

unblockable 18 dmg..late game u auto win..if u down to 2 guys at end..its not luck now..its ur piece vs thier crappier one..

well, he has to actually reach the guy adjacently, which means obstacle units or making the second parry.

also, you could make your complaint about any piece: oh DMW/pyro/dragon! late in the game, unblockable 24/15/28 dmg!

thanks for the thoughts. I need to look up the other ninja spec...

-canopus the crafty

Smubeht
01-25-2004, 08:48 PM
doesnt work that way..if u down to one piece to one piece..more than likely they are a melee piece..people take out witches, pyros, dsms really early..same for dragons..its prolly a knight or assassin at end..scouts taken out asap too..

canopus
01-26-2004, 12:11 PM
Originally posted by Smubeht
doesnt work that way..if u down to one piece to one piece..more than likely they are a melee piece..people take out witches, pyros, dsms really early..same for dragons..its prolly a knight or assassin at end..scouts taken out asap too..

OK, the origin of this thread was to wonder whether there should be a stat to counter blocking. It sounds like from your response, blocking is crucial for defense balance and should not be weakened in any way.

I still think that it would be cool to have an unblockable physical attack unit.

:rolleyes:
canopus the coy