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2 levels for an unit (wargames)

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X3M
X3M's picture
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Joined: 10/28/2013

I had my reasons to think of this. And I actually succeeded by now. There is a lot to chew on, if I tell the whole story in one go.
I also have found a new strategy for the mechanic. Which is the reason why it makes me extra hyped.

Knowing that math is super annoying to most. I just figured, might as well ask if someone wants to know more of this. Or any portion on this of what I did and see.

I will give a bit of a super dense summary on the portions of this subject.

2 levels?
Most wargames have this mechanic:
An unit gets damaged and is flipped over. The other stats are now reduced as well.
I thought, I can use this mechanic for my hobby game as well.
-But how does it look like in my case?

Why?
I wanted to take a break from my "public" variant. And went back to the "hobby" variant for my own fun.
-I had plenty of reasons. Want me to name them?
-Want me to name the differences between the 2 variants?
-Want me to name the differences between the old and new hobby variant?

How?
This is a heavy math based subject. In short I kept using the same calculation as my "public" variant. Only for keeping the cover mechanic out. Let's say, I put 2 different designs together in order to act as one.
-What was the cover mechanic?
-For what more reason than just balance, did it exist?
-What did I do, in order to balance the game without the cover mechanic?
-Where does this balance calculation fail to please me?

Details?
-The new rules for damaged units; how are they applied?
-How are these rules NOT applied to "normal" units?
-How one particular portion of the rule, removes an imbalance of the extremes?
-Want me to elaborate any calculation that I made?

The fun afterparty?
Enter.... balanced splash damage.
In a game where you normally focus down on individual units.
-WTF happened during testing?

:)

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