Shield wall DUSCUSSING

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Alexander82
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Shield wall DUSCUSSING

Post by Alexander82 » Mon Jul 31, 2017 2:58 pm

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Non-mounted units with a shield gain a aura with range 1 that gives every allied unit in range a 10% chance to evade a melee or ranged attack
Researched at barracks
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Alexander82
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Re: Shield wall

Post by Alexander82 » Sun Aug 27, 2017 10:52 am

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Re: Shield wall

Post by Alexander82 » Sun Aug 27, 2017 10:53 am

Combined with shield block it allows to create a good formation of human infantry units
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Re: Shield wall

Post by LordOfAles » Sun Aug 27, 2017 11:20 am

Wait,shield wall,evading?You mean evading=0 dmg right?
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Re: Shield wall

Post by MightyGuy » Sun Aug 27, 2017 11:24 am

How about 8 Turns and 30% chances to evade... Because 10% Seems not effective or very rarely to chance to be evaded
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Re: Shield wall

Post by Sunrise Samurai » Sun Aug 27, 2017 12:11 pm

10% actually happens a lot over an entire game.
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Re: Shield wall

Post by Alexander82 » Sun Aug 27, 2017 12:20 pm

10% is not high as a singular value. Infantry units are the most likely to die so it is more a matter of statistics.

The real strenght is in numbers

If you have a group of infantry units stuck together they all give a cumulative 10% to evasion.

A single unit might have 4 around it so it is a maximum of 40% evasion plus an extra 10% from shield block which is a whole 50% (until the formation is kept together).

In melee you can have 3 around (other than the side you are attacked) so you have a maximum 40%

This way you will greatly need to improve strategy. You'll need to carefully choose the ground to obtain the most from your shields.

This is also a great tactic to protect fragile units (eg spellcasters) that might have a 40% chance to evade arrows directed to them.
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Re: Shield wall

Post by Sunrise Samurai » Sun Aug 27, 2017 1:17 pm

This is one of those topics id like dwarves to get, but yeah, it's going to be very effective.
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Re: Shield wall

Post by Alexander82 » Sun Aug 27, 2017 1:59 pm

Dwarves will have higher base armor and might get similar techs with higher bonus

Humans are jack of all trades and they are well versed in every side of battle (but they should not excel in anyone even though they are the best in both naval battles and siege)
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Re: Shield wall

Post by MightyGuy » Mon Aug 28, 2017 2:01 am

Thanks. Great Idea :)
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Re: Shield wall DUSCUSSING

Post by Stratego (dev) » Tue Aug 29, 2017 4:10 am

instead of evade, +1 armor in 1 range?

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Alexander82
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Re: Shield wall DUSCUSSING

Post by Alexander82 » Tue Aug 29, 2017 10:29 am

Why is a problem? Can't you just add a +0.1 in dodge like we do in any other stats?
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Re: Shield wall DUSCUSSING

Post by Stratego (dev) » Tue Aug 29, 2017 10:41 am

I try reducing dodge to special cases to keep simplicity. (And also because it is a random thing that is not good you can not count on many things, i mean less strategic)

But apart from these a well worn shield gives protection so armor is better to increase - imho.

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Re: Shield wall DUSCUSSING

Post by Alexander82 » Tue Aug 29, 2017 10:45 am

I see, because in this case was a special ability. Also there are already things like catapults that have a failure chance.

This is meant to simulate the statistical chance of being hit in a battle by a flying arrow or a random hit.

Alo the effect of straing +1 armor in some cases is too much while a hit % is the same against all units (for example a +1 armor is negligible against a giant but a 10% miss chance works well even against a giant)

That would be one of those specific cases when % comes into play.
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Re: Shield wall DUSCUSSING

Post by Alexander82 » Tue Aug 29, 2017 10:46 am

By the way

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xD
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Re: Shield wall DUSCUSSING

Post by Sunrise Samurai » Tue Aug 29, 2017 3:17 pm

I see less problem with uncertainty in combat than I do with uncertainty in production. Admittedly, we don't want too much, or it becomes a problem.
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