Reverse Engineering in my hobby game
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The difference would be visible, solely in average damage. And the end result.
Not going to bother with all the math.
For the minimal effort
The grenadiers are certainly the minimum where this new system would give some benefit. Then again, they are 3:5 units. Meaning their weapon is 5/3rd stronger than their body.
In the long run of 5 grenadiers against a medium tank (5*160 vs 800 in costs). In the new system without a cover. The last grenadier survives with full health instead of having 1/3rd health remaining.
The average damage they do went from 4.44 up to 4.67.
This is based on the damage of 4(type) times either
2*≤4*≤5 versus ≤3+≤4
It translates to 2*4/6*5/6=40/36 versus 18/36+24/36=42/36.
That ain't much. But it is at the minimum of the spectrum.
Let's see what happens with other units.
A low effort
This time we look at grenadiers that have a higher explosive grenade. Their design is (3:7 to) 3:8 and cost 200 each. Let's call them e-grenadiers.
We can have 4 of them now when facing that medium tank. But what about their weapons?
The old design had 2*≤4*≤5 + ≤4≤4
The new design has 2*≤4*≤5 + ≤4≤6
It translates to 56/36 versus 64/36.
An increase of 14% this time.
In the long run of 4 e-grenadiers against a medium tank (4*200 vs 800 in costs). In the new system without a cover.
Either way, the damages now go from 6.22 up to 7.11.
Since these grenadiers are more support units, relatively to the cheaper versions. You can clearly tell the difference. In the old system without cover, they loose.
The new system however, they win again with only 1 remaining with full health.
Normal effort?
Here we look at only 2 support units costing 400 each. Probably mortar infantry. But let's make sure the damages are comparable to the other grenadiers.
The design was 3:17 and becomes 3:27 now.
Almost a 60% increase.
The old design had 4*≤5 + ≤4≤4
The new design has 6, yes... just 6 in this example.
Translation: 120/36 + 16/36 = 136 /36 versus 216 / 36.
The damages now go from 15.11 up to 24.
Without the cover system. The mortar infantry will loose while the medium tank has 30% health remaining. But the new system changes this into 1 mortar infantry still alive with 1/3rd health remaining.
If the support units get cover. The results are different. Since they only got each other. The results are:
13% health for the medium tank in the old system.
But even 2 mortar infantry remaining with both 1/3rd health remaining in the new system.
Maximum effort
This time we look at an infantry with an explosive. That costs the same as a medium tank.
The old design had 3:37. The new design gets an insane 3:81.
But will it be enough? There is no cover mechanic here in a 1 on 1.
The damages now go from 32.89 up to 72.
Let's say that the medium tank can win with roughly 50% health remaining in the old system.
In the new system. It is going to be a gamble. And the gamble is that high that I can't say who is going to win. But the saboteur infantry has a slightly better chance here. In a 10 to 9 ratio.