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Half of a hit point? What now?

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X3M
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It has come to my attention. That I have much more options open if I am able to design my army with some units having half, thirds, quarter of hit points.

Now then. It is not fair if an unit has only 0.000001 hit points to begin with. This makes no sense. And this unit is practically free. Yet just as effective as an unit that has 1 hit point.

Still.... some designs have their hit points being a factor of their armor tier.

A tier 4, or armor tier 16. Has by default 80 hit points. Or 5x 16.
While small grenades deal 4 damage. You chip of portions per armor tier. But that is one side of the story.
It can easily go with a design of only 8 hit point into the game. And this equals. 0.5 x 16.
Another example would be 2.5 x 16, which is 40 hit points. But that 0.5 in that 2.5 is bothering the balance. These in normal combat, equal that of a 3 hit pointer.

Now then. I want to avoid having to design weapons that can counter 0.5 hit points. Or any other factor in that matter.
Still, I would love to have more variability in the health of my designs.

What can I do?

I clearly need to do something with the mechanics.
I clearly need to add yet another attribute to such an unit.

In my next post. I might be posting my own (half baked) solution.
But I am sure that others might have idea's as well.

X3M
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My half baked option

If an unit has the attribute 1/2. It is a design that has half a hit point factor with its armor value.

Then the combat mechanic gets a little adjustment.

***

I am stuck on this portion for a looooooooong time. Hence this topic.

***

Well, we use d6.
Eventually, a d6 would deal a certain ammount of damage. This damage is multiplied by the lowest value of damage or targetted armor.

And this factor is 1 to 4 with the normal dice.

Now then. If a target gets destroyed. While having the attribute of 1/2. It means that this particular "1" damage has a 1/2 chance of doubling.

So, that 40 health with armor 16. If a damage die destroys this last health. A d6 is rolled to see if this damage goes to a next target. This extra rolling can be done during the removal of targets.

Is it fair though?

***

Let's say, we have an army of 0.5 health soldiers. And the damages inflicted are all 1. (we use the concussive for this one)

If a target is killed. The d6 is rolled for that 1 damage. And 50% chance that a next target gets 1 damage as well.
This target, if killed by that 1 damage. Triggers yet another extra die roll.

So, we have 1 damage in total. Divided over:
0.5 x 100% = 0.5 +
0.5 x 50% = 0.75 +
0.5 x 25% = 0.875 +
...
0.5 x 50%^X = 1

This adds up nicely. We get an explosive effect. And it is fair.

As for the 1/3 attribute. We need to use a 2/3 roll.
The 1/4 attribute is difficulty. 2 x a 1/2 roll. Where it only fails if both fail.
1/5 attribute is too complicated atm. And I shall avoid these.
1/6 obviously has a 5/6th roll.

As for the next target being normal again? The damage is applied as normal.

As for the damage factor inflicted. If the first target is infantry. Thus armor 1. And the next one is a tank, thus armor 25 or something.
If the weapon is 25 or more. The first target obviously gets that 0.5 x 1 damage. But the next target gets the full 25 damage inflicted.

Already satisfied with this mechanic. But more idea's are welcome. Maybe I can simplify it.

X3M
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Infinity test time

Target has 0 health.

Normally, these are rogue weapons or attached weapons.

Still, if it is an unit. As soon as there is 0 health, the movement speed is infinite.

The weapon on the other hand. Has a factor 6 in stats at this point. In fact, compared to a rifleman. We have 100 cost into weapon only.

600 would be the value. Thus this unit, costing 100. Would deal 12 times more damage than a normal rifleman. And a full squad would be 432 projectiles in the same way. That is an insane damage of 600 per turn.

Still. If this one pops up with an assault. Thus having to get within attack range. It would take only 1 damage to die. And this same damage goes 100% to a next one.
As soon as the attack range of the defender is +1. They can fire before being hit.

The result is simple, the infinite group would instantly die.

Kinda interesting to design these units. If they are overpowered....it will mean that my root calculation is too powerfull.

I will call this class; "The Ghosts".

No body, just a weapon. But not a bought shot. No, they exist for reals. It would be like a toggle attribute between existing a singularity turn or having a singularity hit point.

If I apply the same rules again. But have them an attack range of 6. Then the rifleman can never return fire. Nor move closer, in 1 turn that is.

An attack range of 6 means that the multiplier is not 12 but 5 instead. And the entire group can fire 180 projectiles. 180 projectiles of the same type as the rifle means an average damage output of 250. Or 50 riflemen deaths. A player can have only 36 in a region.

Why do I observe this? Well, an unit with attack range 7 could still counter them. But what is the chance?
(5/6)^7 would be the intercept penalty. Assuming we use a sniper or something. Ehm.... let's say that this sniper is using projectiles with a 5/6th accuracy as well. We don't know how many projectiles we will be using. But it is now (5/6)^8 in an open field. And then a damage roll per hit.
We can put this in any dice, to see the chance on removing all the ghosts:
N - %chance
1 - 19% (1 damage is enough for removing ALL)
2 - 34%
3 - 46%
4 - 56%
5 - 64%
6 - 71%
7 - 76%
8 - 81%
9 - 84%
24- 99% (theoratical design of cost 24x150)

If we make 3 groups of these snipers. We can cover a rather large portion of the map. In order of defending against the ghosts. The attacker needs to use a high tier armor in order to come close. Or use another ghost class with even a higher attack range. We got an arms race here. But that is ok.

Eventually, maps will give more and more cover as well. And the balance will be in favor of the interceptor.

Still, if a ghost class is used. We will be using an unit that gets the artillery class with concussive attacks. This way, we can counter anywhere. And it is very risky for the ghost attacker. Still, if the ghost also has an artillery class. It could simply have the best attack range and keep firing. Let's assume this artillery class is not assigned.

Well then. Having a normal riflefire would mean 1 projectile. and the weight factor will allow for an attack range of 38.

This is one of the most annoying weapons that the game has to offer. If roughly 50 damage is dealt every round, anywhere. And you cannot stop this with normal units. What now?

Well, I have an idea in this.

To Be Continued. Must go work now. Cheers, X3M

X3M
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Is it overpowered or just annoying?

I have 3 options to consider.

1 Tech level
Whereas the support factor is the level.
But this idea is very bad and over complicated. In short, I stat with scratch here. The goal would be that a support is level 6. Then again, we have walls. Does this mean I start with walls at level 0? And work my way up to 12?
Then again, the tech level could only be applied to support units. But this doesn't feel right either.

Perhaps structures start at the wall and work their way up. Units start at a 50-50 and work their way "away".

Honestly, idk here.

2 New balance with movement added to attack range
I already have something similar. It is for the assault units. Somehow... I should re-research this. But bottomline, infinite speed causes an infinite expensive weapon. Case closed? Well, it gave me the next idea.

3 The counter is overpowered
Lets keep things fair?
What if an unit deals an infinite ammount of projectiles with an infinite attack range and any attribute? Yet the damage factor is 0. In theory 0 beats 0. The tier is 100% effective. This means that 1 of these units immediately removes all ghosts on the map.

It is truely like a MtG card that counters only one specific other card.

The only thing that is required is spending an AP on this one.

What do we get, player B goes first?
Player B trains a ghost remover.
Player A trains a ghost.
Player B removes this ghost in the first turn.

What if player A goes first?
Player A trains a ghost.
Player B trains a ghost remover.
Player A removes the ghost remover by chance? Or attacks something different.
Player B removes the ghost. This can even be as intercept. But, infinite range goes last. The ghost must have the T0 attribute if the ghost remover has this too. It is simply an attribute for lasers that hitscan imediately.

The attribute for the ghost remover costs nothing. And ehm....will be usefull for the ghosts anyway.

***

Tech level: no go.
New balance: no go.
0 damage unit: yes!!

I have now the following classes:
- Normal
- Meat
- Support
- Self sacrifice
- Cover (any)
- Functional base buildings
- Walls n Shields (versions without cover)
- Bought shots (1 turn ghosts, cannot be stopped)
- Modular weapons (might discard them)
- Squishy (1/2 health etc)
- Ghosts
- Ghostbusters (forgot to mention, all dimensions)
- Ghostly ghostbusters (combination of the last 2)

That is 12.

X3M
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Game Over :)

X3M wrote:

I have now the following classes:
- Normal
- Meat
- Support
- Self sacrifice
- Cover (any)
- Functional base buildings
- Walls n Shields (versions without cover)
- Bought shots (1 turn ghosts, cannot be stopped)
- Modular weapons (might discard them)
- Squishy (1/2 health etc)
- Ghosts
- Ghostbusters (forgot to mention, all dimensions)
- Ghostly ghostbusters (combination of the last 2)

That is 12.


I just realized something. A weapon that is free? Yet has infinite attack range in all dimensions?

Everything can have these.

What now?
First, I am hitting my head for not realizing this sooner. I am often am idiot.

I can remove the ghosts again?

No, it is simple.
A player can gamble, get a design that throws out a lot of projectiles. Then if the enemy has anything on the map. The 0 health simply dissappears. It costs an action though....?

Well, if bought shots are a 1 time use only. Then so are the ghosts. It is just that they too are trained, or whatever.

Dealing 0 damage costs no AP.

Ghosts can be used. But 1 turn only. They are simply bought projectiles...

I hope I will remember this.

At least we got the squishy now.
Each squishy should get a counter or squishybuster.

0.25 health? A design with 0.25 concussive damage will be added too. How?
A weight of 10 is normally 1 health.
A tier of 1 has 5 default health. It weights 50. A tier of 0.5 gives 0.25 damage. The default health here is 1.25.

Thus, 0.25 health is a factor 1 x 0.5^2 armor. Its weight is only 5. And a weapon can counter this with a weight of concussive factor (i forgot) x 25.

But.... any other weapon is also still usefull.

Scrap that, the strikethrough mechanic is also good.
Should I allow both? I don't like to play with fractions.

And the half health is only by factors. Thus Tier 1 will never have these.
Tier 2 might have 1/2 and 1/4.
Tier 3 might have 1/3 and 1/9.
Tier 4 could get 1/2, 1/4, 1/8 or 1/16.
Tier 5 gets 1/5 or 1/25.
Well, only mathematicans get the picture here.

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