It would be even better to divide physical damage into piercing, slashing, bludgeoning, fire, acid/poison, and astral, and magical damage into elements.
And also add a penalty for ranged attacks for each cell.
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It would be even better to divide physical damage into piercing, slashing, bludgeoning, fire, acid/poison, and astral, and magical damage into elements.
And also add a penalty for shooting for each cell.
This is really unnecessary. Why change something if everything is already done perfectly? And it seems like there is no such information... So why fantasize?
Цикл "Закадычные враги": "Особенное гостеприимство, "Супероружие", "Меж молотом и наковальней"
"Падение Шантири"
Кампания для "Кодекса Войны"
"Выбор Сагиттеля"
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
Because it's logical that when a dwarf crushes a dozen bone skulls with a hammer, an archer can't do anything to them.


"Мы не герои. Мы сильны. Мы упрямы. Мы стараемся соблюдать условия контракта. Но мы не умираем за проигравших." Костоправ
"Мы не поклонники честной игры, если ее можно избежать. Девиз Отряда – максимальная эффективность при минимальном риске." Костоправ
Actually, skeletons already have 50% or higher resistance to arrows. This is implemented without the need for ten different types of damage. Or rather, there are complications, but they are easier to understand and less global.
I only remember this property in the fourth game. As far as I recall, it works on halfling stones, on fire from ballistae, on medusa spit, and on many other illogical ranged attacks for this rule. And spears still cut through bones.
The protection there seemed to be only against ranged attacks, not against magic.
And in the fourth game, the protection worked on arrows; I think it was even written that way, and halfling stones ignored it. It seems so, I can't say for sure, I don't have the fourth game at hand.


"Мы не герои. Мы сильны. Мы упрямы. Мы стараемся соблюдать условия контракта. Но мы не умираем за проигравших." Костоправ
"Мы не поклонники честной игры, если ее можно избежать. Девиз Отряда – максимальная эффективность при минимальном риске." Костоправ
Technically, it was mentioned in the fifth game, wasn't it?
And in the fourth game, defense worked against arrows; I think it was even written that way, and halfling stones ignored it.
Added 3 minutes later
In general, all these points are easily confused with features from King's Bounty.
It would be even better to divide physical damage into piercing, slashing, bludgeoning, fire, acid/poison, and astral, and magical damage into elements.
And also add a penalty for shooting at each cell.
I think sarcasm is inappropriate.
In Heroes of Might and Magic, some creatures already had similar vulnerabilities and resistances. Mainly to spells, although, if I'm not mistaken, creature attacks were also taken into account (I definitely remember that in the fourth game, phoenixes, darklings, and fire elementals had fire damage as a skill). It's just that in King's Bounty, the system is clearly and understandably systematized. And yes, I like this systematization of skills.
And it's better to leave the shooting penalty as a classic one. And all magical projectiles should hit without a penalty. I'm not arguing, it's realistic in the fourth game, but as a fan of ranged combat, I cringe at the sight of colossal penalties.
🏹🎪+⛓️♿=💕
You can hit as much as you want with water and lightning.
and physical attacks are weaker, especially ranged attacks.
pikemen for cavalry
well, yes, in Heroes, resistances were made the simplest.
I would like them to keep the Dungeon faction and not make super units!
🏹🎪+⛓️♿=💕
