Proposal for a more realistic combat mechanism
Posted: Thu Mar 18, 2010 1:53 pm
I've been studying the combat mechanism again and again from this page:
http://www.hexwar.com/field-of-glory/he ... anism.aspx
and I think that the main problem of FoG close combat is that the adjacent commanders are actually non-factors and that troop quality is not making the difference it should.
The things that influences the chances of winning the melee phase are POA and cohesion.
Troop quality matters less and training and the presence or proximity of a commander DO NOT MATTER AT ALL, which is highly unrealistic.
The commander is only a factor during cohesion test, but that's too late since cohesion tests happen when you lose a fight.
I will explain with an example:
Suppose a battle group of steady, elite, armoured, late republican legionaries are in head-on melee against steady, armoured, average late republican legionaries on open field. Both have lost only 2% of their original strength after the impact combat.
The elites are adjacent to an inspired commander, while the average legionaries are out of command range.
This is like having the famous Tenth (X) Legion of Caesar led by Caesar himself fighting against some of Pompey's recruits cut-off their main army.
All would agree that, in real life, Caesar's legionaries would have annihilated their unfortunate enemies.
What will happen in FoG? Let's calculate.
Since POA = none (same troop types, same armour) and they both are steady, they have 4 attacks each (will roll 4 dice) and will score a hit for every 4, 5 and 6 they get in the die rolls. OK, the elites will re-roll their 1s and 2s, but this doesn't make the difference that you may think.
If my calculations are correct (please correct me if I'm mistaken), the Caesarians have 66% chance of scoring a hit on each die roll (including re-rolls), while their enemies have 50% chance. So the estimated hits are 2.64 for the Caesarians and 2 for the Pompeyans, which means that the Ceasarians have 57% chance to win the melee phase and the Pompeyans have 43%.
57% is ridiculously low, considering that we are talking about the best troops of their era led by the best commander of their era versus some average guys out of command.
I believe that the proximity of a commander and the quality of the troops should be more important during the melee phase.
So, I would humbly propose that the number of attacks is variable and it depends on troop quality and command.
Something like this:
Out of command -> -1 attack
Adjacent a commander -> +1 attack
Adjacent an inspired commander -> +2 attacks
Two or more quality levels difference (Elite vs Average or Superior vs Poor) -> +1 attack
So in our example, the Pompeyans would perform (4-1=) 3 attacks, the Caesarians (4+2+1=) 7 attacks and the melee winning chances would change to 75% for the Caesarians and 25% for the Pompeyans.
I think these chances are more realistic.
Of course my proposal needs excessive testing in various situations and in a lot of battles, but I feel that it would take away some of the frustration caused by a string of unlucky die rolls that can ruin any tactical plan.
What do you guys think?
PS: Sorry for the long post.
http://www.hexwar.com/field-of-glory/he ... anism.aspx
and I think that the main problem of FoG close combat is that the adjacent commanders are actually non-factors and that troop quality is not making the difference it should.
The things that influences the chances of winning the melee phase are POA and cohesion.
Troop quality matters less and training and the presence or proximity of a commander DO NOT MATTER AT ALL, which is highly unrealistic.
The commander is only a factor during cohesion test, but that's too late since cohesion tests happen when you lose a fight.
I will explain with an example:
Suppose a battle group of steady, elite, armoured, late republican legionaries are in head-on melee against steady, armoured, average late republican legionaries on open field. Both have lost only 2% of their original strength after the impact combat.
The elites are adjacent to an inspired commander, while the average legionaries are out of command range.
This is like having the famous Tenth (X) Legion of Caesar led by Caesar himself fighting against some of Pompey's recruits cut-off their main army.
All would agree that, in real life, Caesar's legionaries would have annihilated their unfortunate enemies.
What will happen in FoG? Let's calculate.
Since POA = none (same troop types, same armour) and they both are steady, they have 4 attacks each (will roll 4 dice) and will score a hit for every 4, 5 and 6 they get in the die rolls. OK, the elites will re-roll their 1s and 2s, but this doesn't make the difference that you may think.
If my calculations are correct (please correct me if I'm mistaken), the Caesarians have 66% chance of scoring a hit on each die roll (including re-rolls), while their enemies have 50% chance. So the estimated hits are 2.64 for the Caesarians and 2 for the Pompeyans, which means that the Ceasarians have 57% chance to win the melee phase and the Pompeyans have 43%.
57% is ridiculously low, considering that we are talking about the best troops of their era led by the best commander of their era versus some average guys out of command.
I believe that the proximity of a commander and the quality of the troops should be more important during the melee phase.
So, I would humbly propose that the number of attacks is variable and it depends on troop quality and command.
Something like this:
Out of command -> -1 attack
Adjacent a commander -> +1 attack
Adjacent an inspired commander -> +2 attacks
Two or more quality levels difference (Elite vs Average or Superior vs Poor) -> +1 attack
So in our example, the Pompeyans would perform (4-1=) 3 attacks, the Caesarians (4+2+1=) 7 attacks and the melee winning chances would change to 75% for the Caesarians and 25% for the Pompeyans.
I think these chances are more realistic.
Of course my proposal needs excessive testing in various situations and in a lot of battles, but I feel that it would take away some of the frustration caused by a string of unlucky die rolls that can ruin any tactical plan.
What do you guys think?
PS: Sorry for the long post.