There's a suggestion regarding a bonus for taking a turn that isn't the first in the order.
If there are multiple players, could it give them more creatures (in the hero's starting army)? Or a monetary bonus/experience?
New here? I'm Roha — want a quick tour?
Regarding the more complex mathematics:
The "200% or x2" model for boosting your own unit and "50% or /2" for debuffing the enemy works when there are only 2 units involved, your unit and the enemy's, and no other active participants (including heroes).
As soon as other participants are added (units and heroes), the model starts to work differently, based on the sum. For example:
- Increasing the initiative of 1 unit by 2 times = increasing its strength by 1.5 times (+50% to the unit)
- Decreasing the initiative of 1 unit by 2 times = decreasing its strength by 1.5 times (-33% to the unit)
If, for example, we have approximately 4 equal units on each side, we get a change in the balance of power in the first case from 4:4 to 4.5:4 (112.5%), and in the second case to 4:3.67 (109%). Obviously, in the first case, the relative strength of the army increases more.
Furthermore, duration also matters. A simple example: if we increase the initiative of a unit with 10 initiative by 2 times, it will perform 2 actions in 1 round (+1 extra action). And if we decrease the initiative of a unit with 10 initiative by 2 times, it will lose its full action only after 2 rounds (performing 1 action instead of 2).
In short, "similar" buffs work more powerfully and have a faster impact, while "similar" debuffs work less effectively and have a slower impact. This is the fundamental difference, which is very noticeable in practice with large numbers (on the order of doubling the initiative).
Isn't this the reason why the game developers gave different bonuses to the "attack" (5%, 10%, 15%) and "defense" (10%, 20%, 30%) skills, and perhaps it wouldn't be worth making them the same here (in both cases 10%, 20%, 30%)
Isn't this the reason why the game developers gave different bonuses to the "attack" (5%, 10%, 15%) and "defense" (10%, 20%, 30%) skills, and perhaps it wouldn't be worth making them the same (in both cases 10%, 20%, 30%)?
For now, only the tactical part has been made, that is, the duel.
