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I wonder … if you break down factions into very basic attritibutes and use a rock/paper/scissors style system (= no randomness).
Would the complexity be more manageable ?
Suggested core statistics for this breakdown :
- Attack
- Defense
- Speed (which functions as both movement as well as initiative because it is unlikely and kind of weird for a speedy unit to be the last to act … )
Suggested core values :
- High
- Medium
- Low
You’d have 9 possible variants, which may be reduced to 7 if you assume that overpowered (high attack / high defense / high speed) and underpowered (low attack / defesense / speed) aren’t going to be ‘fun’.
Is there any reason to assume that changing statistics from those 3 core values to a larger range is going to add to the differences between units in a way that actually matters ?
ie : is a 1 (on a scale of 1-10) really ‘better’ than a 2 (same scale) in a game that also has units with a 10/10 ?