# What do you think of my "Battle Resolution System"?

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Arvin
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Joined: 05/29/2009

I have an Idea for a "Battle Resolution System"...

It's Basically a formula, so here it is...

Imagine Two Forces battling each other...Each side has a number of units(There is no unit type)...
Situation 1: (One side has less units than the other) Imagine side A with 5 units and side B with 9 units.
Situation 2: (Both sides has equal units) Imagine side A & B with 5 units.

-----Situation 1: (One side has less units than the other)-----
So If I were to ask you a question who would win? side A with 5 units or side B with 9 units?
(doesn't matter who is the attacker or defender)
Of course it's the side B with more units, side A will be totally eradicated...
(doesn't include any other factor: Just pure power by numbers, the more units the more power...Side B managed to kill all of side A's units)
But how do you know how much losses does side B have to lose or how many will be left in side B?
(After all side B used it's unit's used it's units to fight side A, it must have some losses...)

This Resolution needs a Standard Die(1-6) to be rolled... Let's say they had a draw.

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FORMULA for Situation 1:

Power Distribution: A/B=C (A divided by B equals to C)
Damage: C*A=D (C multiplied by A equal to D)
Result: B-D=E (B minus D equal to E)

A= Side with less units (No. of unit=Power)
B= Side with more units (No. of unit=Power)
C= Power of A distributed to B
D= Damage to B by A (Rounded up to whole number)
E= Units left from B
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Example:

A=5 units
B=9 units

Power Distribution:
A/B=C
5/9=0.555
C=0.555 (Power of A distributed to B: that's because side A cannot fight side B's units one on one and thus it needs to spread it's Power, that means side A is distributing 0.555 power to each of side B's 9 units)

Damage:
C*A=D
0.555*5=2.778
D=2.778-->3 (Damage to B by A, Rounded up to whole number: The Power distribution is multiplied to A to get it's Total Power)

Result:
B-D=E
9-3=6
E-6 (Units left from B: Side B minus the Total Power of side A)

When Both sides (A&B) engaged,
Side A lost 5 units... (from an initial of 5 units)
Side B lost 3 units... (from an initial of 9 units)

So what's left is this...
Side A= 0 units left
Side B= 3 units left

-----Situation 2: (Both sides has equal units)-----
So If I were to ask you a question who would win? side A with 5 units or side B with 5 units?
This Resolution needs a Standard Die(1-6) to be rolled... Let's say they had a draw.
But how do you know how much losses does both sides have to lose or how many will be left in both sides?
(After all both sides fought, Both sides must have some losses even if it's a draw...)

----------------------------------------------------------------------------------------------------------------------------------------------------
FORMULA for Situation 2:

Equal Power: A=B
Damage: (A or B)/2=F
----------------------------------------------------------------------------------------------------------------------------------------------------
Example:

A=5 units
B=5 units
F=Damage to both sides (Rounded up to whole number)

A/2
5/2=2.5
F=2.5-->3 (Rounded up to whole number)

B/2
5/2=2.5
F=2.5-->3 (Rounded up to whole number)

When Both sides (A&B) engaged,
Side A lost 3 units... (from an initial of 5 units)
Side B lost 3 units... (from an initial of 5 units)

So what's left is this...
Side A= 2 units left
Side B= 2 units left

The values can be changed for A and B...
If the values are UNEQUAL use the Formula for Situation 1...
If the values are EQUAL use the Formula for Situation 2...

larienna
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Joined: 07/28/2008
Other idea

It's a bit hard to calculate in the middle of a game even if the math is not so complex. An easy solution found in some games is that each player remove a unit as casulaty one after another. For example, Defender remove 1 unit, attacker remove 1 units, defender remove 1 unit, etc... Until somebody dies/ retreats, etc.

You could make variant to this mechanic like the first attack the defender loose 2. Or for each 2nd attacks, you kill 2. Of if you have twice more units, you kill 2 at a time. It might lead to some similar results than your math calculations.

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In GURP, there was a system that I adapted which finally resulted in

Step A: You totalize the power of each side: Determined by nb of unit multiplied by unit strength. So you could have various kind of stuff and it did not matter. You could add catapults and fireballs, as long as you can give it a value.

Step B: Stack up the the modifiers: Compare the 2 value above and you get some bonus on your die roll according to the ratio. I remember that 2:1 ratio was +3. The you add various other bonus like: I have archers and you don't, I get a +3. I defend behind a wall, I get a +5.

Step C: Finally, you make a contested roll of strategy with all the modifiers above. The player with the lowest roll wins. Then the difference between your roll and your strategy score determine the number of casualties lost. For example, If you strategy score was 16 and you rolled 5, you would lose less troops that if you rolled 15 (lower rolls is better).

The idea is that you can have situation where both sides loose a lot or few troops or one side lose a lot or few troops. It also mean that you can conquer an enemy territory without killing everybody.

Of course, this system is much more complex than what you have proposed, but all the elements are there. So there could we many ways to simplify this while keeping the same concepts. I just like how universal the calculation of power can be. I can do battle with medieval archers VS space marines and it will work. I just need to place and higher value on the space marines due to the advanced technology and multiply this value by the number of units.

Nix_
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Joined: 09/23/2009
These formulas seem to

These formulas seem to accurately predict the outcome for most battles, but what happens if you are outnumbered against all odds? There are many instances through history where a snaller army has defeated a larger one. I'd like to see an exciting game based around these battle formulas, in my opinion they are too restricting on what can happen in battle. I think probablity is a great regulator of battle mechanics.

Arvin
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Joined: 05/29/2009
I forgot to tell...

larienna wrote:
It's a bit hard to calculate in the middle of a game even if the math is not so complex.

I forgot to tell that I was going to use this formula for creating a "Battle Resolution Table"...
Both Sides can have a maximum of 9 units, So it's easier to create a table
(I would calculate every engagement using the Formulas and record it on the "Battle Resolution Table")
If anyone asks why did I put those results in the table or how did I come up with those results, I can show them what i used as a basis for the calculations. (Thus I can prove that it is fair)

larienna wrote:
The idea is that you can have situation where both sides loose a lot or few troops or one side lose a lot or few troops. It also mean that you can conquer an enemy territory without killing everybody.

I forgot to put another Formula...
Those Formulas are just for the Draw Situations...

larienna wrote:
Of course, this system is much more complex than what you have proposed, but all the elements are there. So there could we many ways to simplify this while keeping the same concepts.

Thank you for sharing your mechanics but I was not looking for that type of resolution.
I'm creating a "Risk" like game and there is no unit type or any other special units, just the number of units.
It's on the Strategic level, I'm still developing it to the Tactical Level...
I least now I have an Idea how to start modifying it to unit types... Thanks!

larienna wrote:
I just like how universal the calculation of power can be.

I agree with you... :)

ccube78
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Joined: 08/12/2009
I am a bit confused as to

I am a bit confused as to when this Battle Resolution System is used. Is it used when the dice roll is a draw? Are there even dice used during battle?

As mentioned, there is a reference table that players use to resolve a battle. Is that case, I presume the game has no chance element in it, and purely a game of territorial control?

The system as you suggested sounds rather fair, but it will probably limit variation to the units because modifying the units' ability and power will require changing the reference table.

Arvin
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Joined: 05/29/2009
This is Formulas is used...

This is Formulas is used for RISK like engagements... no unit types, I just forgot to complete it....(Sorry)

So here it is... Both sides would just roll a standard die(1-6) whoever is higher is the winner...
Those Formulas are used for specific situations, such as Situation 1 and Situation 2

Situation 1: (One side has less units than the other)
Situation 2: (Both sides has equal units)

Those are for DRAW results...

HERE IT IS: (If someone wins and someone loses)

E*0.5(1/2)=G

E=Units left (From any side)
G=Reduced Damage (Rounded up to whole number)

Example:

If either side loses any no. of units, which ever side is the winner it's losses will be cut in half
(Rounded up to whole number)
If your losses in the engagement was 4, you will be left with 2.
If your losses in the engagement was 5, you will be left with 2. (Rounded up to whole number)

Hope this clears everything...

larienna
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Joined: 07/28/2008
If you use a table then it's

If you use a table then it's OK. Still, since you already roll a die for battles, I would make this die roll worth something in the casualties resolution. Something like:

If you roll twice higher than your opponent, you reduce your casualties. This could be interesting when a small army attack a large army.

ccube78
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Joined: 08/12/2009
From what I understand, using

From what I understand, using this system, a player with 1 unit battling another player with 9 units has an equal chance of winning the battle? Since they each roll a die and determine who is higher in order to win. Of course, the player is slightly disadvantaged since in the case of a draw, the player with 1 unit will lose his only unit.

To me, it still seems rather unfair to the player with 9 units. When using the default Risk combat system, the player with 9 units most likely wins, although the player with 1 unit has a very very small chance of defeating the whole 9 units.

Arvin
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Joined: 05/29/2009
You are right...

larienna wrote:
If you roll twice higher than your opponent, you reduce your casualties. This could be interesting when a small army attack a large army.

You are right...It's exactly the thing I'm interested in, the results of a small force fighting a large force.
That is why I created this type of resolution...

Arvin
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Joined: 05/29/2009
Hey it's supposed to happen...

ccube78 wrote:
From what I understand, using this system, a player with 1 unit battling another player with 9 units has an equal chance of winning the battle? Since they each roll a die and determine who is higher in order to win. Of course, the player is slightly disadvantaged since in the case of a draw, the player with 1 unit will lose his only unit.

To me, it still seems rather unfair to the player with 9 units. When using the default Risk combat system, the player with 9 units most likely wins, although the player with 1 unit has a very very small chance of defeating the whole 9 units.

At least the weaker side has a chance, It's supposed to happen...(When your "seriously" outnumbered, don't expect to win... the only thing you can do is damage the enemy as much as you can)