Forums-->Queries and help-->
Author | Initiative bar |
How does this work actually, I get irritated when troops having higher initiative get a chance later than the ones having lesser initiative, doesn't this game make any sense?
Here although, I won the battle, I have been on the other side many many times, can the admin fix these issues? Like what's the point if everything is random, at times even though I have 2 luck, it never pops up in games especially when I need it and a guy having 1 luck gets more luck than me? How does this thing even work?
https://www.lordswm.com/war.php?warid=1470045222 | The starting iniative bar is slightly randomised so it do3snt turn completely into a game of whoever has the highestbjniative auto wins. Atter that it goes on atterwards. | I think that you are asking two different things. There's a clear ruling and explanation, which goes together with some calculations including an element of randomness. I decided to play along, not knowing the exact mechanics. As goes for initiative, only position on initiative bar at the beginning of the flight is random to some extent. After that, stacks act according to their actual initiative for the rest of the fight. I think if it wouldn't be random at start, this game would be too predictable. | What about the luck parameter and team formation in commander guilds, so many times I get 2 elves as opponents, there is no way anyone can win against them. | These are important to understand elements if you want to understand the game.
This is from the about the game section
The pre-combat positioning of units on the bar happens with a random deviation of 0% to 10%. Later, in course of combat, the order of turns changes, troops with higher initiative outstrip those with lower.
The random deviation whilst sometimes annoying keeps the game fresh it's as bob says if this wasn't in place highest init wins every time. The game would be predictable and stale.
On luck
The probability of morale/luck triggers = F^(1+[moves befallen so far]-[moves not befallen so far]*F/(1-F)), whence F is Min(0.5;luck/10) or Min(0.5;morale/10), each stack having its own independent counters for morale and luck.
In general, troops are befallen with morale/luck according to its normal probability. In case if it hasn't trigger for several consecutive turns, the odds of getting it on the next turn increase each time, and vice versa. In a hypothetical experiment with infinite amount of triggering, the general probability is still equal to 10% per morale/luck point.
So luck chance is about 10% per point but the chance increases if you haven't triggered for several turns. Luck obviously is random within these parameters.
Luck, morale, random deviation anc chance make the game more interesting?
How would you have it instead? No luck, no morale, troops always hit the top of the damage range, initiative is set and strictly defined. That would be an exceptionally boring game to play. | Interesting. I didn't know about independent counters. | yes the current setup is so "fun" because in essence it is just gambling, gambling your units get to go first, rolling the dive for luck/morale procs, and whem you "hit" it is the same rush as when you win from gambling :) |
This topic is long since last update and considered obsolete for further discussions. Back to topics list
|