DeletedUser111351
Proposal:
Reason:
A Possible Solution:
Balance/Abuse:
Alter the defensive A.I. to reduce Rogue unit exploit.
Reason:
I have seen people plundering using 1 normal unit and 7 Rogues. From observation it would seem that the current A.I. setup is to always attack a Rogue over any other unit type if it can. This means that the defender causes zero damage with his first 7 attacks. Battles are short enough that this makes defensive success virtually impossible.
A Possible Solution:
I am presuming the current A.I. is written something like
1. Get list of troops within range
2. If only 1 unit attack it (ending units turn and advancing to next unit)
3. If at least 1 unit is Rogue, attack (ending units turn and advancing to next unit)
4. Logic to determine target if no Rogue, etc.
Instead, change line 3 to2. If only 1 unit attack it (ending units turn and advancing to next unit)
3. If at least 1 unit is Rogue, attack (ending units turn and advancing to next unit)
4. Logic to determine target if no Rogue, etc.
3. If at least 1 unit is Rogue and [ RogueCnt/TroopCnt < .75 ] attack
In other words, if 3/4 of the troops are Rogue, DON'T attack a Rogue. Maybe it should 50% or some other number. I'm not dead set on a specific value.
Balance/Abuse:
I am unaware of any other balancing that would need to be done. I consider this an exploit use of the Rogue character and am trying to minimize the exploit. The Rogue is designed as a polarized character. He is a very strong character with an achilles heel of needing another troop type alive. The A.I. currently ignores this flaw and plays explicitly to the Rogue's strength.