I´d like to to see armour-tier count when calculating whether a fallen charachter dies or not.
The main factors could be Age and Armour-tier.
Armour-tier is calculated as a medium of all armourslots. I want a formula that gives a fallen 20 year old lord with T6 gear a risk of about 0,5% and a 65 years old lord with T3 gear a risk around 7%.
The same risk for simulated and scenario- battles.
Some other suggestions to balance deathrisk:
Low Clan-tier decreases death-risk
Low-tier clans has a discount. I want the player-clan to survive the start and get a chance to get proper gear for famillymembers and companions before they die off. Famillymembers/companions to a T0-T1 clan with some armour(even T1) should suffer an extremly low death-risk. Who wants the player to avoid thrilling battles in a MB game?! -60% for a T0, lowering the discount 10% for each tier ending at 0% at T6 maybe?
AI clan Gear upgrades and downgrades
A fallen loosing lord, that has passed the death-risk above, suffers a risk of losing gear- parts. It´s replaced with one simelar gearpart one item-tier below(T3 minumun).
A victorious lord has a chance of upgrading thier items. A lord with crap-T3 gear upgrades several while a lord with T4-5 gear upgrades fewer. A high-tier clan members upgrades more.
This gives winning or loosing battles a bigger impact for AI.
Make AI charachters not commanded by the player value their life
Summon them late in battle, make them escape if loosing. Make them play by their brave/craven traits abit. Make AI aware of their mortality and consider it in their decisions.
Give player a "Camp-followers" tactical group for charachters only that summons last, escaping the field(With some risk of beeing chased up/killed, IE they don't escape towards closest exit.)
Player Caravan-leaders has a flat -50% to deathrisk
I don't want them to be the loosers in this equation. It´s hard to bring value and profit to caravans as is.
The main factors could be Age and Armour-tier.
Armour-tier is calculated as a medium of all armourslots. I want a formula that gives a fallen 20 year old lord with T6 gear a risk of about 0,5% and a 65 years old lord with T3 gear a risk around 7%.
The same risk for simulated and scenario- battles.
Some other suggestions to balance deathrisk:
Low Clan-tier decreases death-risk
Low-tier clans has a discount. I want the player-clan to survive the start and get a chance to get proper gear for famillymembers and companions before they die off. Famillymembers/companions to a T0-T1 clan with some armour(even T1) should suffer an extremly low death-risk. Who wants the player to avoid thrilling battles in a MB game?! -60% for a T0, lowering the discount 10% for each tier ending at 0% at T6 maybe?
AI clan Gear upgrades and downgrades
A fallen loosing lord, that has passed the death-risk above, suffers a risk of losing gear- parts. It´s replaced with one simelar gearpart one item-tier below(T3 minumun).
A victorious lord has a chance of upgrading thier items. A lord with crap-T3 gear upgrades several while a lord with T4-5 gear upgrades fewer. A high-tier clan members upgrades more.
This gives winning or loosing battles a bigger impact for AI.
Make AI charachters not commanded by the player value their life
Summon them late in battle, make them escape if loosing. Make them play by their brave/craven traits abit. Make AI aware of their mortality and consider it in their decisions.
Give player a "Camp-followers" tactical group for charachters only that summons last, escaping the field(With some risk of beeing chased up/killed, IE they don't escape towards closest exit.)
Player Caravan-leaders has a flat -50% to deathrisk
I don't want them to be the loosers in this equation. It´s hard to bring value and profit to caravans as is.