1 |
With auto-selfd, it's the same as everything would deal normal damage (well capture damage doesn't directly relate to HP, so it would make low-HP units better, you don't have to pay for useless HP). Hierarchical doesn't make sense in this context.
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1 |
With auto-selfd, it's the same as everything would deal normal damage (well capture damage doesn't directly relate to HP, so it would make low-HP units better, you don't have to pay for useless HP). Hierarchical doesn't make sense in this context.
|
2 |
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2 |
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3 |
So about non-auto-selfd:
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3 |
So about non-auto-selfd:
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4 |
Without hierarchical: Law of the double. Whoever has the slightest advantage takes home twice as much as he began with.
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4 |
Without hierarchical: Law of the double. Whoever has the slightest advantage takes home twice as much as he began with.
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5 |
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5 |
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6 |
With
hierarchical:
This
gets
interesting,
it's
a
matter
of
building
a
tree
(
->
hierarchy)
of
your
captured
units,
where
each
layer
protects
their
"overlords".
The
entire
mode
would
be
hilariously
frustrating
still,
early
raiding
would
mainly
be
decided
by
luck,
and
after
that
(
since
no
unit
ever
dies)
the
one
who
came
out
on
top
will
have
far
better
chances.
|
6 |
With
hierarchical:
This
gets
interesting,
it's
a
matter
of
building
as
many
trees
(
->
hierarchy)
with
your
captured
units,
where
each
layer
protects
their
"overlords".
This
translates
to
"lose
as
few
of
your
selfbuilt
units
as
possible",
which
gets
gradually
easier
as
you
capture
more
units.
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7 |
The entire mode would be hilariously frustrating still. It's the steepest slippery slope i can imagine ("cliff" would probably describe it better), and since early raiding would mainly be decided by luck (like domi vs domi currently), you might just as well flip a coin.
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