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Bow brother 4G 3/3.
Can not be hurt by the following equipment: Bows, Crossbows...
But if you remove different kinds of damage then we have fewer tactical possibilities.
Bow brother 4G 3/3.
Can not be hurt by the following equipment: Bows, Crossbows...TorbenBeta wrote:But if you remove different kinds of damage then we have fewer tactical possibilities.
snowdrop wrote:Would different attack types also imply different defense types (one against each attack?)
snowdrop wrote:1) Having more stats does not necessarily bring more depth to the game. Where and what exactly becomes deeper with 2 attack types instead of 1, or 7 instead of 4?
snowdrop wrote:Could somebody guide me through the whole player decision process and pin point where and what you would describe as added depth in it, as a consequence of the added attack types. I think this is perhaps the most interesting part, in proving it's actually adding something, not just claiming it is.
pennomi wrote:snowdrop wrote:Would different attack types also imply different defense types (one against each attack?)
No, I don't think it should. While it's relatively easy to add melee vs. ranged, it does make it too complex to add in things like multiple defense values, such as modifiers from pierce or fire damage. That should not exist in WTactics.
I'm glad that you are asking that I prove it's adding something.I have no proof now, but I will playtest everything tonight and tell you what I find out. I have a suspicion that you may be right when you say that it may lock up combat.
But the idea is this: if there were melee and ranged attacks, it would allow one to consider building a deck heavy on melee, balanced, or heavy on ranged. Then, you could supplement that deck style with abilities and spells granting bonuses to melee or ranged attacks.
Also, if the enemy has a strong melee firststrike type creature, you could still get past it by attacking with a strong ranged unit, since if the enemy blocked you with his melee unit, you would choose ranged as the attack type. He would lose his tough unit, or if he decided to not block, he would take serious damage.
pennomi wrote:First off, I found that using melee and ranged attacks increases the amount of sheer brainpower required to play the game. It gives the players an exponentially greater amount of options in battle. It would be easy to be an indecisive player. /../
On the contrary, I found that it does not slow down the progression of the game.
The reason this is is because the attacker gets to choose the attack type after the defender is chosen.
Placing the opponent in the situation of making a decision between losing a good unit and taking a lot of damage is good gameplay, in my opinion. Think of chess, (again). One of the standard tactics is called a fork, where you threaten two valuable pieces at the same time. The opponent must choose between them. This makes for good strategy.
Despite it not theoretically slowing down gameplay, I feel that the mental strain would probably slow down the battle and would be adverse to most of the players. Therefore the system should either be revised or scrapped. (Of course, snowdrop was right)
This morning I tried out a concept like you mentioned about "a game of thrones". That eliminates the mental stress and the game proceeds normally. By eliminating defense values and just comparing melee or ranged values, things move nicely.
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