I always seek new ways to bring more balance to a game.
Now that my simulation program can supply me with 1.000 battle's per second. Something bothers me. And it bothers me good.
My problem:
Often, a balance difference of 1 soldier or armor class, means a victory chance of 70%-90% instead of 50%. (I was hoping for 55% or so).
Luckily:
I got my reinforcements and other tricks for a balance in the big picture. (Larienna, you were right back then)
But I want to tune the smaller, simpler battles. I don't want players to start running away when they are even slightly outnumbered.
I want them to take the challenge/chance!
If you have 5 soldiers and the enemy has 6, you still would like to try (instead of having a chance of 95% of losing)
So, I got this one new tool:
Accuracy of units becomes less when there is less to shoot at.
Meaning that if 5/6th of a place is filled with units. There is a dice roll for each unit. And each rolled 6 now means a miss.
Is this tool any good?
Can it be upgraded to something better?
Or is there a better way to apply something similar?
I assume that players will spread their forces out now as a strategy. 2 groups will do better than 1 group
Other suggestions are also welcome.
1 group of units can contain.
4 to 36 units.
On average 12.
On a side note. Compare this game to a RTS. I think everyone is familiar with how RTS work.
***
After several play-tests yesterday. And changing this new rule over and over.
We decided to stop with this specific accuracy rule.
There are so many reasons why it doesn't work.
There are several key points that I accumulated in yesterdays play test regarding the new rule. I also looked at old ones from half a year ago. That where similar.
In short, I better upgrade other rules.
And on a side note. I better accept that players run away. Running away is actually balancing the game. I simply forgot.
Even if it is annoying as hell at this point.
So, a way to reduce running away. Should also mean that there are better chances for a bigger player to prevent running away. And better chances for a smaller player to defend.
***
One upgrade that I am thinking of, is increasing the number of cards to pick for players.
It is 1 each round.
Players may safe them up. And spend them all in one go if they like.
This can counter a running player, bringing more damage to this player before he/she runs.
But it also counters when a player is in a disadvantage and would like to increase their chances. This last one often makes the attacking player run away instead.
Players tend to save up cards to an average of 3 before using. This takes 3 rounds or half an hour.
However, instead of 1 card. Maybe more cards?
How much is to much?
Your thoughts?