Dodes
Count

You heard right! A combat system for a BoP? Too complex you say? BoPs are too simple? Well time to blow those assumptions away and prepare for the most fun you've ever had with a BoP!
Here's the breakdown on how it currently works, we've got a solid upkeep and cost system based on unit stats but we need help making the actual combat even for both sides, as currently if one side does better in all aspects then they can exit the battle totally unscathed.
So you see, the stats of a unit are broken down into these statistics:
LR = Long Range
S = Skirmish
F = Flank
MBL = Main Battle Line
P = Pursuit
each unit has a number which corresponds to its effectiveness at each of these tasks.
The formula for upkeep is derived from this: (LR + S + F + MBL + P) * 5 = Upkeep with LR, S, F, MBL, and P having its numbers have associated points to it, so like this:
1=1
2=2
3=3
4=5
5=8
6=12
7=17
8=23
Then upkeep equals the total points multiplied by a factor of five.
Cost = Upkeep for factional infantry
Upkeep * 1.5 for factional cavalry and regional(mercenary) infantry
Upkeep * 2 for regional cavalry
So how battle works is you have an army, then you combine all Long-Range points of all units into a number + a dice roll to get your army's long-range score. You compare each army's long range score and whoever has the highest, wins that phase. Then you take the victor's score in how much percentage he won over the loser's score and that is how many causalities are inflicted to units with long-range scores. If it exceeds 100% then causalities are applied to non long-range units you didn't participate in that phase. So if there are 5 units that got annihilated by the winner by a margin of 200%, then the loser takes a loss of 5 to non long-range units. If the loser has 0 long-range units, then 1 is substituted for a total of 0.
Unfortunately due to this system, if you win each consecutive time, you take no losses, so Pimple_of_Pixel and I are looking for a more fair and balanced approach. Any Ideas?
Here's the breakdown on how it currently works, we've got a solid upkeep and cost system based on unit stats but we need help making the actual combat even for both sides, as currently if one side does better in all aspects then they can exit the battle totally unscathed.
So you see, the stats of a unit are broken down into these statistics:
LR = Long Range
S = Skirmish
F = Flank
MBL = Main Battle Line
P = Pursuit
each unit has a number which corresponds to its effectiveness at each of these tasks.
The formula for upkeep is derived from this: (LR + S + F + MBL + P) * 5 = Upkeep with LR, S, F, MBL, and P having its numbers have associated points to it, so like this:
1=1
2=2
3=3
4=5
5=8
6=12
7=17
8=23
Then upkeep equals the total points multiplied by a factor of five.
Cost = Upkeep for factional infantry
Upkeep * 1.5 for factional cavalry and regional(mercenary) infantry
Upkeep * 2 for regional cavalry
So how battle works is you have an army, then you combine all Long-Range points of all units into a number + a dice roll to get your army's long-range score. You compare each army's long range score and whoever has the highest, wins that phase. Then you take the victor's score in how much percentage he won over the loser's score and that is how many causalities are inflicted to units with long-range scores. If it exceeds 100% then causalities are applied to non long-range units you didn't participate in that phase. So if there are 5 units that got annihilated by the winner by a margin of 200%, then the loser takes a loss of 5 to non long-range units. If the loser has 0 long-range units, then 1 is substituted for a total of 0.
Unfortunately due to this system, if you win each consecutive time, you take no losses, so Pimple_of_Pixel and I are looking for a more fair and balanced approach. Any Ideas?

