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Old 11-09-2012, 08:59 PM
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Zechnophobe Zechnophobe is offline
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Quote:
Originally Posted by Karlos View Post
Yeah, balance would have to be adjusted, but it could be doable. Anyway, it'd be much more fun coz you'd have to use different units all the time, you couldn't just bum rush beserkers in the middle of three ghost stacks and start slashing away. You could have a five slot reserve or even more and change your units for different mobs and so on.
Except that is already a really bad idea. Berserkers deal half damage to Ghosts, which is pretty bad, and if you are 'bum rushing them' into such fights, you probably aren't handling the fight well. Especially true since those ghosts will life leech off you.

I think the resistance model the game uses is actually nicely nuanced. You have some units that are incredibly effective due to damage/resist combos. For instance Royal Snakes own the heck out of Bone Dragons, and Archdemons completely demolish red/green/black dragons. Fire dragonflies are awful vs red or black dragons, but lake dragon flies are lethal.

But those are extremes, not all fights should have them or you get rock-paper-scissors effects. Poison damage type is already often weak due to an entire race of troops that resist it at 50%f, and a bunch of other units that do it too. Whereas magic damage is generally not resisted, and only one unit in the game resists Astral Damage. (Or at least, I think they do, they did in Crossworlds).

Mechanics trumps realism, this is a good rule to live by. Realism can INFORM mechanics, and it does in KB. THis is why all the units that you've listed above have resistances in line with what you suggest, just not as extreme. Ghosts don't take much physical damage, plants and undead are highly resistant to poison, and droids and cyclopses have a lot of physical resist.
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