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Combat


I propose some new tables:

Table: attack-material-effect u1 m -> n%
Table: defend-material-effect u1 m -> n%

Hit chance would be adjusted according to the amount of material
available. If the unit doesn't possess material m, its combat
capabilities are multiplied by n%. If the unit possesses the maximum
amount of material m its combat capabilities are unchanged. A linear
distribution in between.

Now, concerted attacks and pressure from ground support and shore
bombardment could be simulated with an abstract material type
"pressure" (in want of a better name). A unit would lose "pressure" when
hit by an enemy unit and its combat rating would deteriorate. The
"pressure" would be renewed each turn (or not).

And:

Table: attack-terrain-damage u1 t -> n%
Table: defend-terrain-damage u2 t -> n%

The effect of terrain on combat damage. Defaults to 100. In conjunction:

Table: attack-material-damage u1 m -> n%
Table: defend-material-damage u2 m -> n%

The effect of materials on combat damage. Defaults to 100.

I'd like to have the *-damage tables because they'd make it possible to
have gradual, deterministic terrain effects instead of changes in
probability.

-- 
Sami Perttu                       "Flower chase the sunshine"
perttu@cc.helsinki.fi


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