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Heroes 6 - Discussion

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#1124
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Spectral
It would be even better to divide physical damage into piercing, slashing, bludgeoning, fire, acid/poison, astral, and magical damage by elements.
And also add a penalty for shooting for each cell.

Mr. wargamer?
For a tabletop game, this might be good. Especially if there are _MANY_ types of units - say, 10-20 types per side.
For a computer game, it's unnecessary; you won't be able to create enough units.

And a shooting penalty for _every_ cell is just masochism. Then you need to allow shooting at close range - but also calculate a penalty for it... In general, it's adding too much complexity.

Although, changing the penalty scheme for distance - at least so that there are not just two options for shooting power (penalty/no penalty), but three or four - would be very good. It could increase the role of maneuvering with archers.)

Added 1 minute ago
Morning
Because it's logical that when a dwarf crushes a dozen bone skulls with a hammer, an archer can't do anything to them.
In fact, skeletons already have 50% or higher resistance to arrows. This can be implemented without the hassle of ten types of damage. Or rather, there are still some complexities, but they are easier to understand and less global.




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