Display Defense Rating (base 40% +/- %)
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Display Defense Rating (base 40% +/- %)
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.
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.
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.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.
"As for the future, your task is not to foresee it, but to enable it" -- Antoine de-Saint Exupery.