Re: Repel attempt bonuses
Hmm. My main concern is a basic one - a significantly longer weapon should usually have the first opportunity to strike. This is generally a deterrant to closing ranks, so the repel morale check is nice.
One big weakness is if you take say units with strong attacks and high morale. In the current system, the high morale tends to let a strong attacker with a short weapon move in and attack, shrugging off a measely 1-point hit even from something like a magic giant-wielded flaming two-handed sword, and get the first real blow with the shorter weapon.
The artificial "1-point damage" and the "infinite repel attempts per repeller" seem to me like they don't model the basic situation very well, unless accidentally and abstractly in certain (perhaps many) situations.
Another thing that could help the whole combat resolution, would be to shuffle the moves of all melee units, rather than having an entire side all move at the same time. Missile units could still all fire in Groups. This would help reduce an entire mob getting to attack before their enemies, based on an accident of which entire group moved into range first.
PvK
[ November 06, 2003, 16:53: Message edited by: PvK ]
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