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Old July 22nd, 2008, 06:33 PM
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Default Re: Patch notes

Quote:
Loren said:
Quote:
Taqwus said:
Meh. If you wanted the limit changed, it should probably be changed to have a different mechanic and not just an arbitrary higher number -- like allowing the battle to continue some N turns, and after that threshold allowing it to continue as long as at least one side has a monotonically declining moving average of total hit points.
I think it should be based on a peak over a period of turns rather than an average but both are probably workable.

Whatever the exact mechanic, the basic idea is the battle continues so long as progress is being made. So long as there are no loopholes in the progress detection the battle *WILL* end at some point and that's really all we need.
Well all it has to do is check once every 10 turns or something, and compare overall HP figures. It needs to compare 3 samples in a row, to account for variations from damage and regen, but if over 3 samples the figures are too similar, attacker auto-routes at this point.

However, I would argue that in such a case, "mindless" units should not die. The point is that whoever or whatever is driving them, decides the battle cannot be won on current terms, and calls them back. I don't think a golem is fire-and-forget weaponry. In fact, the ONLY reason that they are made commanders, is so they can be geared out, it has not a thing to do with autonomy.

I think if a mechanic were worked out to require a mage on the field for Mindless commanders, it would resolve the whole problem. Hard to ***** if the controlling mage dies or runs from the field, though if a commander runs, even Mindless units should follow him - wouldn't he call them back with him? Or would he sacrifice them for his own life? Oh the dilemma!
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