Tuesday, March 16, 2010

Valuation Again

This value algorithm isn't nearly as grind-y as I thought it would be. It's actually going down really, really easily. Part of the reason for that is I can usually just assume a unit's usefulness goes up with each aspect of it. For example, a unit with 6 moves is going to be well enough better than one with 5 moves, given everything else is the same. There are no "tits on a bull" aspects to units. Movement, terrain defense, resistance, hitpoints, attack power. Having one low aspect is going to seriously hurt the unit, but there doesn't seem like there is one combination that is hugely better than another.

There are a few exceptions to this. Skirmisher gets a ton better the more the unit can move around. But, even at 1 movement, Skirm is going to have some value. Steadfast is good only if the unit has some positive resistance. It actually is at its best at 25% resistance and then gets less and less valuable as the resistance nears 50%. These exceptions are few and pretty easily managed.

Managing terrain defense and movement cost has been a bit of a trial. For some reason, Elvish Archer is being valued less than Elvish Fighter. That probably has more to do with the Archer having one less movement point than it does with the terrain issues.

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