Math. It’s really the core of almost every game. There is a possibility of hitting. You may get hurt. There may be certain cards in your hand. All such things. It’s hard to find a game without math somewhere. And if there’s one thing game designer Michael Sinal likes, it’s math.So it is considering the idea of balancing with the math of various units A Song of Ice and Fire: Desktop Miniature Game Some units have been slightly tuned.
From the article:
Bannermen and Michael Shinall are back again. And today, we’ll take a look at some of the improvements that will appear in Combat Units in 2021!
Well, that sentence may have sounded a bit scarier than intended, so let’s deal with it right away: when we talk about mods, we’re really talking about some common things. Quality of life adjustment To numbers. There are no system or other types of mechanical changes or modifications … No, today’s topic is much dull than that: math.
As part of the complete evaluation of the unit, there were some important points that we knew we wanted to address. Let’s break them down in detail and take a quick look at each one.
Combat effect: There’s really no “brief” explanation here as this really relates to the bigger topic of unit, attachment, and tactical card interactions, but basically the number of raw dice / statistical boosts. I wanted to reduce. They weren’t exactly common, but the number of effects and abilities that simply generated additional dice or increased the unit’s “hit” modifiers was a bit more than we wanted to see. is. By reducing these effects, you can not only say to the player, “This number is big, so it’s better,” but also focus more on other aspects. The greater the impact this has, the more controlled the damage curve.. It means that there is almost no ability to “one shot” a unit from the biggest wound to death.
Rank validity and die number: Continuing from the previous point, the term “one shot” is actually a bit misleading. The ability to reduce a unit from full force to full dead is actually unusual in its current format. When players mention this, they usually mean “make the unit no longer a threat to me,” which usually leads to a significant reduction in the unit’s ability as it goes down to the last rank. I will. Usually, if you can bring a unit to that point, it has lost so many effects that you can almost ignore it for many purposes. On the other hand, full-power units tended to have a very high upper limit on the likelihood of reducing other units to this state. There was rarely a “middle” here. You were a threat or not.In the in-game ranking system, the intent is The effect gradually decreases, Not a sudden drop-off. We have processed many “top end” numbers and generally increased “bottom end” numbers. So if the unit is alive, always Contribute and become a threat. Of course, this is a “general concept” rather than a “hard rule”, as it varies from unit to unit.
Cost-effectiveness ratio: Statistics are what you pay with your abilities. Another area we have refined is what this means across the various point spreads of the unit. The most common in this regard is that the hit 4+ is the baseline, while current units tend to distort slightly towards the 3+. The conclusion here is that “elite” stats (3+ To Hit, 3+ Defense, Morale, etc.) have more weight when incorporated into a unit. As a result, for most units with a cost of 6 or less, To-Hit has been reduced overall and moved from 3+ to 4+. Again, this is a general principle, not a rule, but overall, it costs 3 or more baselines to hit without any trade-offs (or unless its increased stats are one of the following): Units are rarely less than 6 their cost-benefit).
To give some examples, let’s look at three units that span a total of three different points.