Posts from Heroes 5.5 WarGame Edition - Tactical Edition.
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Do you like the WarGame Edition global mod?
I think the main thing is to leave 100% luck, so that this characteristic itself is more or less useful, and then mini-artifacts and other things become a secondary issue and are adjusted accordingly.
The main (and very significant) argument against 100% luck is the balance between tactics and chance. Especially in the context of WGE, where units deal more damage and normally destroy a third of a stack per attack without any luck. For example, you break through an enemy dragon, and it deals a lucky counterattack, taking not 25-45%, but 50-90% of the entire stack. Even if the luck was only +1. It's one thing when there is one unit with such a deadly ability; you can somehow defend against it. But luck applies to all troops at once. With 50% luck, 25-45% would turn into 40-65%, which doesn't deviate so sharply from the range and is easier to anticipate.
It's no coincidence that in The Restoration of Erathia, they reduced luck to 70%, and people complained about the randomness.
Or, the opposite might happen: you rely on luck, but it doesn't work out. In my humble opinion, everyone is on equal footing.
I gave an example above with typical damage from an attack. Is it normal when, with luck, almost an entire stack is wiped out? And if a damage dealer hits or attacks a vulnerable unit, then double damage means an entire stack is eliminated at once. That's why I'm interested in the players' opinions about this situation: is it acceptable or not?
When morale triggers for high-initiative units, it can be even worse in terms of randomness.
Personally, I can anticipate morale triggers and counter them without much trouble. I have almost a full turn in reserve to eliminate the threat. You can't do that with luck.
You could try to do something about this in a first approximation: give some kind of counter to the opponent's sudden luck trigger or to the lack of luck for yourself.
but if you pay attention to this in a zero approximation, you can lose a lot in terms of the basic interest in the game.
If a battle is a game of roulette for the player, then it's one thing. If it's tactical chess, then it's another. If WGE were positioned as roulette with elements of a wargame, that would be one thing. But the mod is positioned as a wargame with elements of randomness. That is, tactics are primary here, and randomness is used for variety and to complicate calculations (in particular, the damage ranges for creatures have been expanded; but unlike luck, they are large only for some units, not the entire army).
I like the option with 100% luck, as it works perfectly as a parameter without requiring additional bonuses. But as unlimited randomness in a tactical battle, I am very wary of such luck; this is the contradiction. Here, you have to choose between two evils. Tactics or a parameter. Or try to reconcile 100% luck with tactics. How - it's not clear yet. Reducing damage is not an option, as it prolongs battles and spoils the dynamics. In King's Bounty, critical hits work normally (they are approximately doubled), but the battles are twice as slow (the damage is weak), which is acceptable for a single-player game.
Added 20 minutes ago
Regarding 50% luck, I won't say that it's a useless parameter. Its effect is hardly noticeable (it falls within the damage range), but it does exist. Positive 50% luck plays not much weaker than positive morale, in terms of objective results. I tested both sides quite evenly (luck against morale), from which I even concluded at one time that 50% luck is approximately equal to morale (when comparing positive values).
How? Not to engage in active combat with enemy troops when all of their troops have only a minimally positive luck value? To adopt a defensive strategy, prolonging the battle and minimizing the chances of defeat due to luck triggering? That's not an option.
If a battle is just a game of chance for the player, then that's one thing.
Combat is indeed a game of chance. However, the challenge in the game isn't just about calculating everything perfectly; it's about minimizing risks and capitalizing on luck. In this case, if you see that the enemy's luck is 5, try to anticipate something beforehand, at least estimate whether it will work for them now or not, considering how it has worked before.
Here's a specific situation: there's an enemy with a total luck of +1 (for the entire army, as it's a hero parameter). What to do, how to counter it? Constantly expect double damage from every little thing? Then it's easier to just give up.
This is how I personally control randomness. There are units with random abilities. Against them, you can branch out your calculations, anticipating and adapting to possible scenarios. But this isn't true for all units. There are damage ranges. They are not large for everyone. A typical damage range of 1-2 for Warlords is quite stable in practice. There is morale. Everyone has it. But it can be predicted and countered during the battle, after it triggers. Everything fits together. Except for luck.
Why not? There are creatures that won't deal much damage even with double damage.
From my own experience: I approach Reapers to Bears. Bears aren't very damaging in principle. But with a lucky double attack, they can wipe out half a stack. And there are only 2 Reapers in the stack. So, a simple attack from the Bears isn't scary for them if there's no focus. And how do you account for that? Not to expose yourself to any enemy unit at all? The situation is somewhat reminiscent of the hit/miss in Disciples, a rather harsh randomness.
I'll probably make both versions for testing, with 100% luck and 50%. So that you can feel the difference.
Well, you could reduce luck then (even if not to 50%, but to 75% somehow).
Therefore, the options are either 50% or 100%. Both are equally aesthetically pleasing (+/- 50% versus multiply/divide by 2).
Regarding cutting morale, I am strongly against it. This is what I criticize TE for. Morale, as a random element, is easily countered in most cases, and therefore does not need to be reduced. It's "controlled randomness." From an aesthetic point of view, any numbers below 50% already look artificial. +/- 50% is the standard; even waiting (and defense in WGE) is adjusted to it.
I used to advocate for equal morale and luck (as a kind of balance). But is it so important that these factors have the same weight? Not everything needs to be equalized.
In other words, the stats should be comparable regardless of the changes.
Added 1 minute ago
I will suggest another option: 50% luck, but remove the limit on maximum luck = 5; then you can kill two birds with one stone: the stat is useful, but it plays a weak role with small values.
In general, I probably find it difficult to discuss, as I am not familiar with all the nuances of the mod. But these are my thoughts.