Display Defense Rating (base 40% +/- %)

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Observer1
Posts: 21
Joined: May 14th, 2005, 2:37 am

Display Defense Rating (base 40% +/- %)

Post by Observer1 »

Another random suggestion (again apologize ahead of time if I'm annoying people).

When I look at the Unit defense table (when you hit "d" for each unit), I think it's pretty hard on my eyes. It always takes me a little while to figure what is the number I'm looking for.

Just a suggestion --

1. Maybe say base to hit is 40% (or 50% whatever you think is average)
Then show every piece of terrain as a + / - relative to that.
(using 40% as a base)
Elves would show

Forest +30%
Grassland 0% (etc.)
Cave -20% (etc.)

This way you could get a quick view of a unit's relative strengths. You could easily see it as Elves are +30% bonus in Forest. Or Skeletons are -30% in shallow water. etc. It seems easier for me to think about it that way at least.


2. Organize the table differently
I think the unit description should also group the bonuses by terrain types, not alphabetically (just a minor suggestion)

(Land tiles)
Grassland
etc.

(Rough terrain)
Forest
Swamp

(Settlement tiles)
Village
Castle

(Sea tiles)
Shallow
Deep

Underground

(etc.)
I just think it would make it easier to see. Maybe also add a small terrain graphic next to the words to make it easy to pick out with your eyes.
Assasin
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Joined: March 15th, 2005, 3:51 am
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Post by Assasin »

It already shows all of those stats in the unit list. There is no real reason to put them on when your attacking.
I speak what's on my mind.

Which is why nothing I say makes sense.
Observer1
Posts: 21
Joined: May 14th, 2005, 2:37 am

Post by Observer1 »

sorry I guess I wasn't clear. Rather than show:

Elves in forest as 70%

I meant to suggest show it as +30% (assuming base is 40%)


That way it's easier to compare between units and races and terrain. I just think it's a little easier if there's a benchmark to think around. Just an idea.
CyberJack
Posts: 161
Joined: November 25th, 2004, 2:50 pm
Location: UK

Post by CyberJack »

Observer1 wrote:sorry I guess I wasn't clear. Rather than show:

Elves in forest as 70%

I meant to suggest show it as +30% (assuming base is 40%)

That way it's easier to compare between units and races and terrain. I just think it's a little easier if there's a benchmark to think around. Just an idea.
I disagree. You might find it easier for comparisons, but when you want to calculate the expected damage, you want absolute values. In particular, you need to know that each strike has a 70% (or whatever) chance of missing - this is critical in deciding what type of attack to deploy.
"As for the future, your task is not to foresee it, but to enable it" -- Antoine de-Saint Exupery.
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