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Who will win? 1 Dragon vs 50 swordsmen, 1 Dragon vs 500 swordsmen

Who will win? 1 Dragon vs 50 swordsmen, 1 Dragon vs 500 swordsmen

This is a post inspired by the thread “Troops : Quality v Quantity  .  In this discussion, I’ll like to see what mechanism (abstraction) should be put into the Tactical Combat (TC); and I’ll assume few things first:


1.    The Dragon does not use its Breath weapon.  My focus is just the basic Melee combat here
2.    TC is done in a grid based map (regardless it is RT or not), as it has been shown in screenshot.  All 50 or 500 swordsmen are located in the same tile

For the purpose of illustration, let me dissect the fight in to 1 minute segment (or 1 turn in TBS-speak). 

In the 1st minute of the fight, how many swords will be able to ‘touch’ the Dragon’s carapace?  50?  Not likely.  500?  Not bloody likely.   Despite the Gigantic size of a dragon, there is only so much space for the swordsmen to get close within their swords’ reach.   In this same minute, how many swordsmen will be killed by the dragon’s bite and claws?  Probably 10, give or take.

My point here is, Weapon Reach and the Size difference between the combatants matter in the debate of “Quality vs. Quantity”.    There should be a calculation of “how many attacks that is possible from each side” per turn.  
This figure will change dramatically, if you replace the example above with Spearman (longer weapon reach = more contact) and the (smaller sized = less contact) Mongol Calvary.

From the perspective of the Swordsmen, the amount of damage they can inflict to the Dragon equals to:
“The number of attack attempts possible in 1 minute” * “Average damage of their swords”

For the sake of illustration, let me assume in this case the math is 20 * 10 = 200 Damage.  And please note this number is the same, regardless of whether you are sending 50 or 500 swordsmen to the dragon, because the area of contact remains constant.  The remaining 30 or 480 swordsmen cannot move closer in that 1 minute, it is too crowded to reach.

Unfortunately for the swordsmen, their attack is proved to be useless.  None of their bronze sword can penetrate the Dragon carapace.  Instead of the 200 Damage they hoped for, the dragon remains unscratched and 10 of its fellow swordsmen died in the 1st turn.  Tragedy, tragedy…

So, the 2nd turn comes.   What will the swordsmen do? 

Now knowing their attack is totally worthless, their morale drops to 0 & they will flee regardless of what their hero/sovereign demands them (unless they are then ordered to attack something else).  

In a different scenario, if they are lucky enough to be equipped with a magical sword, they found that they have instead inflicted 200HP of damage to the dragon; their Morale will never drop to 0.  They will continue the fight in the 2nd turn. 

So in the 2nd turn, is there advantage to send 500 magical swordsmen instead of 50 magical swordsmen, even both groups can only inflict 200HP damage per turn?  Well, the 500 swordsmen will definitely the advantage.  If the dragon is not killed in the next 4 turns, none of the 50 swordsmen survive.   At the rate of 200HP per turn, the 500 swordsmen can inflict 200*50 worth of damage to the dragon, the beast must die within 50 turns.  The 500 magical swordsmen will be victorious.

My point now is, Morale mechanism is important to high Quality units (Dragon) will not overwhelmed by Too Low quality units in huge quantity (500 non-magical swordsmen).  The judge on whether your opponent is of “too Low” quality to bother with is to see if they can inflict meaningful damage last turn.  The evaluation of Morale on each side should factor in the rate of inflicting damage and how many units (or %) has been killed in the group.  


To recap, I would like to include “Weapon Reach”, “Unit Size” in all units’ stat, because it allows the calculation of “The number of attack attempts possible in 1 minute” between to combating parties.  Include the Morale mechanism to make sure High Quality never lost to really low quality units in huge quantity.

You might ask why the Dragon can kill 10 swordsmen in 1 turn.  I don’t have the best answer now, but Larger sized unit probably should be allow to multiply their normal # of attacks per turn when fighting smaller foes?

So far so good, the only thing I don’t like here is..  I want short TC that lasts no more than 12 minutes.  In the example of 500 swordsmen, they need 50 turns kill the dragon if the dragon still stubbornly refuses to roast them…. Haha

591,923 views 120 replies
Reply #76 Top

Ouch, so am I correct in assuming that this means a spearman--- having seen 1000 victorious battles and slain 1000 other spearmen--- would have tons of hitpoints but still only have 1 attack and 1 defense unless he is upgraded with better weapons?  It seems a bit counter to one's intuition.  Being a wiser fighter means you are more fluent with technique and tactics, meaning you can act better against a sword being swung against you as well as swing your sword better against your opponent.  No matter how wise you become, getting stabbed in the gut with a sword isn't going to hurt you any less, so giving lot's of extra hitpoints but no increase in technique upon gaining levels makes little sense.

I know this was the case in Gal Civ, which was just fine because the combat was very simplistic.  But in Elemental, I was somewhat expecting something more along the lines of Master of Magic, where your non-hero units gained marginal attack and defense advancements as they grew in experience.  Granted that a spearman would never even get close to being stronger than even a mid-range summoned magical creature, it was still a very fun element and strategic consideration to have units gain combat and defense strength as they become wiser combatants.

I totally agree. HP is the last thing I would want experience to affect... Being more experienced means being more efficient, able to pull off better attacks, find weak spots easier, and block/defend/parry better. It does not mean being able to be stabbed through the heart twice as many times before dying...

Reply #77 Top

Quoting Wintersong, reply 73

That's so wrong in so many levels that I don't know how to properly express it. For me the difference between a rookie fighter and a veterean one is not about who stands more punishement (i.e. in theory the vet could stand less due to old injuries) but on how many different tactics/attacks/defenses they know and how efficient they are in combat (or something like that, not a good day for examples).

HP is and always has been an abstraction anyway. In Borderlands you gain HP when you level. You don't suddenly become more impervious to bullets, but your general combat skill has gone up and they use HP to express that. It's a pretty common thing. A direct hit from an axe will kill most people, but in D&D your character can get enough HP to survive it by gaining levels, because HP represents more then raw ability to take a hit. It's also your ability to move so the hit doesn't cripple you as much, how to even partially avoid the hit, and so on.

So for this purpose, boosting HP works fine. The unit will win more battles with more HP then it would with less HP, so its a better unit. It doesn't help it fight a dragon that it can't hit, but people are spending way too much attention on such a rare case. (The easiest solution is to drop the floor to 5% instead of 10%, then even a defense 19 unit can theoreticaly be hit by an attack 1 unit. The case where something really can't do harm in that case becomes so rare that its hardly worth worrying about.)

Reply #78 Top

I totally agree. HP is the last thing I would want experience to affect... Being more experienced means being more efficient, able to pull off better attacks, find weak spots easier, and block/defend/parry better. It does not mean being able to be stabbed through the heart twice as many times before dying..

HP is an abstraction that allows a more realistic simulation of a battle.

You take your elite soldier who has 1 attack and 1 defense and give him 1000 HP and he's going to be able to take on a LOT of 1 attack 1 defense peasants.

By contrast, give that same elite soldier 10 attack and 10 defense and it's going to be purely luck on how many guys he's going to take out. The first guy could get a good roll and zap the elite guy.

While luck plays a roll in any battle, it should not be the deciding factor.

Reply #79 Top

You take your elite soldier who has 1 attack and 1 defense and give him 1000 HP and he's going to be able to take on a LOT of 1 attack 1 defense peasants.

This response seems to have glossed over pidgeon's point. 

Making a unit stronger with HP will have the same effect as giving it more attack or defense... but only if you auto-resolve every single battle.  But aren't there going to be tactical battles?  Isn't that a major focus of the game?  If an elite unit can't kill stuff faster or bigger monsters faster you are losing a collosal aspect of experience gain in its relevance to tactics.  Like I said earlier, if I want to crush the right flank of an army quicker so that I can get to that wizard throwing fireballs at my units with impunity, a unit with years of experience and combat training does it no better than a unit right out of the barracks.  And what happens when two highly experienced armies collide?  By your method, they would just sit there and wail on each other for 10 times longer than they would if two inexperienced armies collide.  Fun or strategically meaningful?  No.

If this doesn't concern you, than it would seem to imply that battles are sadly more simplistic than we had all hoped.

And no one is getting even close to asking for violent unpredictability when it comes to combat.  Not even close.  Just create a system where a unit gains a modest amount of attack, defense, AND HP so that we can use them meaningfully in a tactical battle.  You'll have units that strong anyway after you've researched better armor and weapons, so what's the difference between having a unit that has an extra +2 attack from tons of experience and a unit with +2 attack from new and improved weapons?  Just because we want units to gain attack and defense with XP doesn't mean that we must immediately assume that they need to double or triple in stats every level.  That's silly.

Reply #80 Top

HP is and always has been an abstraction anyway. In Borderlands you gain HP when you level. You don't suddenly become more impervious to bullets, but your general combat skill has gone up and they use HP to express that. It's a pretty common thing. A direct hit from an axe will kill most people, but in D&D your character can get enough HP to survive it by gaining levels, because HP represents more then raw ability to take a hit. It's also your ability to move so the hit doesn't cripple you as much, how to even partially avoid the hit, and so on.

I understand what HP represents, but assuming that a better unit can't swing a sword better to kill units faster is utterly bewildering.  And once again, I don't ever see a soldier doubling or trippling their base attack score without spending the entire game in constant combat.  Master of Magic had a perfectly good way of allowing non-hero units of gaining attack power, defense, and HP without throwing the game into disarray.  Why can't it be done now?

Reply #81 Top

It is utterly bewildering that if your veteran spearman can pierce tank armor if he levels up. 

Increasing HP is one way to do it.  ATT & DEF has a different meaning in this game, just accept it (unless Frogboy change his mind later)

 

Reply #82 Top

Making a unit stronger with HP will have the same effect as giving it more attack or defense... but only if you auto-resolve every single battle.  But aren't there going to be tactical battles?  Isn't that a major focus of the game?  If an elite unit can't kill stuff faster or bigger monsters faster you are losing a collosal aspect of experience gain in its relevance to tactics.

This makes the assumption that tactical battles are handled in symetric rounds which they're not going to be.

When unit A and unit B fight, the battle is not going to go back and forth with each "round" being attack of 1 and defense of 1 or whatever.

It's going to compress the battle based on the HP of each unit.

So in effect, if a unit has 10X the HP of another unit, that means each unit of time will consist of 10 volleys back and forth.

Hence, unit A with 1 attack and 1 defense and 1 HP will be killed off almost instantly by unit B with 1 attack, 1 defense and 20 HP because the 1 time unit in the battle will represent 20 volleys.

Reply #83 Top

So HP is not only HP, but also rate of fire ? O_o

Reply #84 Top

Quoting Frogboy, reply 82

Making a unit stronger with HP will have the same effect as giving it more attack or defense... but only if you auto-resolve every single battle.  But aren't there going to be tactical battles?  Isn't that a major focus of the game?  If an elite unit can't kill stuff faster or bigger monsters faster you are losing a collosal aspect of experience gain in its relevance to tactics.


This makes the assumption that tactical battles are handled in symetric rounds which they're not going to be.

When unit A and unit B fight, the battle is not going to go back and forth with each "round" being attack of 1 and defense of 1 or whatever.

It's going to compress the battle based on the HP of each unit.

So in effect, if a unit has 10X the HP of another unit, that means each unit of time will consist of 10 volleys back and forth.

Hence, unit A with 1 attack and 1 defense and 1 HP will be killed off almost instantly by unit B with 1 attack, 1 defense and 20 HP because the 1 time unit in the battle will represent 20 volleys.

Well, this is fine if it's a one on one duel between two soldiers.  Are you saying that HP doesn't just mean hitpoints, but also means number of attacks per round?  That your number of "life points" scales exactly with their number of attacks per "combat round?"  So if Robin Hood had 100 hitpoints, he fires 100 arrows and kills 100 peasants?

Reply #85 Top

I understand what HP represents, but assuming that a better unit can't swing a sword better to kill units faster is utterly bewildering.  And once again, I don't ever see a soldier doubling or trippling their base attack score without spending the entire game in constant combat.  Master of Magic had a perfectly good way of allowing non-hero units of gaining attack power, defense, and HP without throwing the game into disarray.  Why can't it be done now?

Where did I say anything of the sort?

You say on the one hand that you  understand what HP represents and then go on to make clear that you don't understand.

HP in Elemental (and most modern games for that matter) is an abstraction. It is not the "life force" of a unit.  It is the abstracted value of that unit.

The amount of volleys that a unit gets per round is tied to their HP.  Hence, the unit with a lot more HP will be killing units a lot faster.

Example:

Robin Hood is going to kill off a lot of enemy units per round because he will get multiple volleys per round.

Reply #86 Top

Well, this is fine if it's a one on one duel between two soldiers.  Are you saying that HP doesn't just mean hitpoints, but also means number of attacks per round?

Yes. HP is an abstraction for the overall value of the unit.

Obviously, we could create a half dozen other variables that have the same value as HP (and in the game it's just represented by a heart icon anyway). 

We have a speed variable already so HP is not strictly speed.  HP (the heart icon) represents the value of the unit really.

Reply #87 Top

Quoting Frogboy, reply 85

I understand what HP represents, but assuming that a better unit can't swing a sword better to kill units faster is utterly bewildering.  And once again, I don't ever see a soldier doubling or trippling their base attack score without spending the entire game in constant combat.  Master of Magic had a perfectly good way of allowing non-hero units of gaining attack power, defense, and HP without throwing the game into disarray.  Why can't it be done now?


Where did I say anything of the sort?

You say on the one hand that you  understand what HP represents and then go on to make clear that you don't understand.

HP in Elemental (and most modern games for that matter) is an abstraction. It is not the "life force" of a unit.  It is the abstracted value of that unit.

The amount of volleys that a unit gets per round is tied to their HP.  Hence, the unit with a lot more HP will be killing units a lot faster.

Example:

Robin Hood is going to kill off a lot of enemy units per round because he will get multiple volleys per round.

Not a bad idea, but I don't think I've ever seen HP linearly connected to rate of fire (or connected at all, for that matter), and I've played many, many games from PC to pen and paper RPG's.  If this is the case, I'm pretty sure that calling this combined stat which represents life units and rate of attack "hitpoints" will certainly confuse people.  So if I get you right, attack score is more like a "penetration" score.

Reply #88 Top

Robin Hood is going to kill off a lot of enemy units per round because he will get multiple volleys per round.

Will these number of volleys increase per level?  This still isn't quite clear to me.  I guess what I really am itching to know is whether a swordsman will carve through a level 1 spearman faster relative to all of the other units in the army fighting around him (assuming that they have not gained any levels. 

Reply #89 Top

Not a bad idea, but I don't think I've ever seen HP linearly to rate of fire, and I've played many, many games from PC to pen and paper RPG's.  If this is the case, I'm pretty sure that calling this combined stat which represents life units and rate of attack "hitpoints" will certainly confuse people.  So if I get you right, attack score is more like a "penetration" score.

Correct.

Attack and Defense are related to equipment.

What we loosely call HP here represents the overall "strength".

Instead of HP we should probably just call it "strength" or something since it's just causing confusion.

 

 

Reply #90 Top

Instead of HP we should probably just call it "strength" or something since it's just causing confusion.

Ah, so hypothetically a strength score of 10 might yield 10 life points and 2 attacks and a strength score of 20 would correspondingly yield 20 life points and 4 attacks.  Alright, that works, and I appologize for making such a ruckuss.  I've had a lot of enthusiasm infused into this game, it I thought it had all just flown out the window.  If we've learned anything from this, though, I think there could definately be a better term to refer to HP (I don't think I was the only one confused, there.)

Reply #91 Top

Quoting Frogboy, reply 89
Correct.

Attack and Defense are related to equipment.

What we loosely call HP here represents the overall "strength".

Instead of HP we should probably just call it "strength" or something since it's just causing confusion.

Good idea. Terminology is important. :) People hear "HP" and think a specific thing. Since this stat is actually doing something different, another name would be better.

Reply #92 Top

Quoting Demiansky, reply 87



Not a bad idea, but I don't think I've ever seen HP linearly connected to rate of fire (or connected at all, for that matter), and I've played many, many games from PC to pen and paper RPG's. 

get yourself a SEGA Genesis emulator and play WARSONG.  It does this very thing and it works great.  In fact in my own designs for games I use HP as a determinate for number of attempts at attack as well.  Although I do the same thing warsong does and give every unit ten max HP...

Reply #93 Top

Weird system. I suppose it could work, though...

One question: if I want to make a unit or mod in a creature within the context of this combat system, is it possible to make a big, lumbering unit that is very hard to kill, but attacks very slowly? Basically, a unit that can take an immense amount of damage but not deal out very much damage?

If HP is directly tied to the rate at which units kill other units, it doesn't seem like that would be possible. Although I suppose if its attack value is low enough... But then, this big lumbering unit with 5000 HP but only 4 attack wouldn't be able to even scratch a dragon with 40 defense, even if the concept called for a big lumbering beast that attacks very slowly, but each attack is devastating...

Tying HP directly to damage output seems non-intuitive and pretty limiting in terms of unit/creature creation. It's different and confusing enough that I suppose I'd have to actually experience it to figure out whether or not I like it, and how exactly it works...

One thing though: it seems you're trying to make things simpler by reducing the number of combat stats by making each state play multiple roles. But the result appears to be an immense amount of confusion among the people who will, among all your playerbase, probably figure it out the quickest... That's not necessarily a good sign that the result is actually simple and intuitive. Separating these things out into multiple figures can make it much easier to figure out how a unit will perform in combat.

Edit: just read your post about possibly calling HP something else - good move, because it's extraordinarily confusing. I'm still somewhat skeptical about it but will reserve judgement until I can get my hand on it! 

 

Reply #94 Top

Quoting Tridus, reply 91



Quoting Frogboy,
reply 89
Correct.

Attack and Defense are related to equipment.

What we loosely call HP here represents the overall "strength".

Instead of HP we should probably just call it "strength" or something since it's just causing confusion.


Good idea. Terminology is important. People hear "HP" and think a specific thing. Since this stat is actually doing something different, another name would be better.

Lol, I think pretty much everyone in this thread was of the assumption that HP only meant the ability to take damage, regardless of which side of the argument they were on.  I would be curious now to know what this relationship is exactly.  If it's 1:1, that might be a bit odd, especially when you end up with ranged heros like Robin Hood who would have 100 "HP" and end up firing 100 arrows in the time that an archer with 5 HP could fire 5.

Reply #95 Top

Quoting Demiansky, reply 94

Lol, I think pretty much everyone in this thread was of the assumption that HP only meant the ability to take damage, regardless of which side of the argument they were on.  I would be curious now to know what this relationship is exactly.  If it's 1:1, that might be a bit odd, especially when you end up with ranged heros like Robin Hood who would have 100 "HP" and end up firing 100 arrows in the time that an archer with 5 HP could fire 5.

Yes, we were. Which is why terminology is important. :)

 

I think its relative. Robin Hood with 100 HP when fighting something with 100 HP (an adolescent dragon or something) is probably on equal terms, they each get one attack for one of the other. But against a 10 HP soldier, Robin Hood is the far superior unit and would get to attack multiple times. So even if they both have attack 2, Robin's superior skill is going to win him the battle.

Reply #96 Top

I think its relative. Robin Hood with 100 HP when fighting something with 100 HP (an adolescent dragon or something) is probably on equal terms, they each get one attack for one of the other. But against a 10 HP soldier, Robin Hood is the far superior unit and would get to attack multiple times. So even if they both have attack 2, Robin's superior skill is going to win him the battle.

Yep, in a 1 on 1 fight you are totally right.  It also works in game without tactical battles.  It's easy to imagine Robin Hood's 100 HP representing that he's shot some number of arrows to inflict some amount of damage.  IT doesn't matter in a duel.  Now, add 1000's of soldiers.  Now it definately matters how many arrows Robin Hood is lobbing, especially if he is firing at units that have 1 hitpoint each.

Reply #97 Top

Quoting pigeonpigeon, reply 93


One question: if I want to make a unit or mod in a creature within the context of this combat system, is it possible to make a big, lumbering unit that is very hard to kill, but attacks very slowly? Basically, a unit that can take an immense amount of damage but not deal out very much damage?

Why not? I don't get it...Example: X unit has 1000HP, 10 DEF, 1 ATT, no magical dmg type/resistances/immunities.

*edit*

I am kinda confused about this HP system. So basically we don't have hit points in the game? o_O

Reply #98 Top

Quoting Demiansky, reply 69

Quoting Climber, reply 67

Can we please stop trying to make a game that revolves around ensuring that a dragon rules supreme?  It's the very first thing everyone mentions when they are addressing the legitimacy of a feature, and it's getting absurd.

I thought the whole point of having better soldiers was so that they could fight on even terms with units that would otherwise be better equipped.

And why is it a bad thing that a unit that has fought bravely and survived many battles is able to perform more competently other than to protect the dogma of the o-mighty-dragon cult

 

See ... I TOLD you we need an official religion named as Dragon-cult! :) .... or rather Dragon-Cult for the Fallen and Dragon-Council for humans. Still, we need a Dragon-cult feature! :)

Reply #99 Top

Quoting Frogboy, reply 89

Not a bad idea, but I don't think I've ever seen HP linearly to rate of fire, and I've played many, many games from PC to pen and paper RPG's.  If this is the case, I'm pretty sure that calling this combined stat which represents life units and rate of attack "hitpoints" will certainly confuse people.  So if I get you right, attack score is more like a "penetration" score.
Correct.

Attack and Defense are related to equipment.

What we loosely call HP here represents the overall "strength".

Instead of HP we should probably just call it "strength" or something since it's just causing confusion.

 

 

So, a unit whose HP are reduced will be less effective in combat ? Oh yeah B) that's really really gfreat news, you know why ? It means the first strikes will be more important than in any other game. In a fight you need to stay alive. That's the first lesson of any martial art. I just hope that someone with the max HP (or strength) will get a bonus to attack and defence (then the first one to hit will get an advantage over his ennemy)

Reply #100 Top

Quoting Demiansky, reply 96
Yep, in a 1 on 1 fight you are totally right.  It also works in game without tactical battles.  It's easy to imagine Robin Hood's 100 HP representing that he's shot some number of arrows to inflict some amount of damage.  IT doesn't matter in a duel.  Now, add 1000's of soldiers.  Now it definately matters how many arrows Robin Hood is lobbing, especially if he is firing at units that have 1 hitpoint each.

In a case of him vs 1000 very weak zombies, it depends on how the combat system works. The 1000 units could be treated as a single entity (army of zombies), in which case he could kill dozens or hundreds at once. Or it could be 1000 zombies, in which case he probably kills a few at a time (in this system each of the 1000 zombies is distinct, they just happen to take up the same tile).

Basically, is it 1000 zombies with 1 HP, or 1 group of zombies with 1000 HP?