Closed nymanjens closed 6 years ago
I want to try this. I'll probably today use my script to have a quick look at the impact of this and the 'only 6 kills' suggestion.
The 'only 6 kills' would make the artillery overpowered compared to infantry. So that is definitely a no-go for me.
As for the wounding, it would make no impact in your script. They only heal after the move token is resolved. So the only impact could come from a next move token. I would test the healing at the end of a move token. It makes it more easy to keep track of which unit is wounded (as in, you don't need to keep track anymore).
I was planning to add a graph for retreat-attack strategy, which would become more viable with the no-wounds change.
On 23 Jan 2017, at 14:02, Jonas Degrave notifications@github.com wrote:
The 'only 6 kills' would make the artillery overpowered compared to infantry. So that is definitely a no-go for me.
As for the wounding, it would make no impact in your script. They only heal after the move token is resolved. So the only impact could come from a next move token. I would test the healing at the end of a move token. It makes it more easy to keep track of which unit is wounded (as in, you don't need to keep track anymore).
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As for the artillery becoming overpowered, that could be compensated by having artillery being useless during defending and/or having them die first during defending.
Not saying we should do this, but just saying we have options.
FYI, made a graph for the retreat-attack strategy and it's maybe useful in shifting the odds a bit towards the defender in some cases, but nothing drastic.
After testplaying v1.12, I'm less inclined to think this is a good idea. We didn't play with these rules but wounded units did have a large impact and I think more a intuitive one.
Also, this diminishes the power of capturing a move token which is a good thing IMO
We didn't play with these rules but wounded units did have a large impact and I think more a intuitive one.
I want to come back to this. I would heal units immediately after combat, as right now it depends way too much on player order. I figure by now everyone figured out the trick to put 3 move tokens when the plan is to take over some contested areas. So all it reduces to now, is who is lucky to actually be last.
You need to be last with your attack, because your wounded units after a battle are easy prey for enemy counter-attacks.
I would look into our healing-retreating mechanisms, and fix those to make them less dependent on the player order.
Suggestions:
Thoughts?
As you know, I'm no fan of any of these. If I'd have to choose, I think "units heal immediately after combat" is the one I dislike the least.
How about reviving token trade? That would also solve your problem.
'Units heal immediately' I think has the most impact on the game in a negative sense. It would make the game even more explosive. I'd like to see the 'instant retreat' (or a variant) in the experimental branch.
Closing this as this has graduated to master
See https://docs.google.com/document/d/1l1ivVqMVVgOdRxxqMPxxyt5LZyudusRyYNTwmbWXmI4/edit