Add an "Overkill" mechanic

Say you've got a big stack that deals 100 damage to some defending army.

That defending army deals 20 damage when defending, and has 80 HP.

Currently, the big stack would take 20 damage and destroy the defending stack. This disadvantages the large attacking army, as an army that only dealt 80 damage would have taken the same damage. This scenario also applies to high HP troops attacking low HP troops.

Instead, I suggest that the damage done by a destroyed army is proportional to how much damage it could have taken before it was destroyed. So, in the example, the defending army deals (80/100)*20 = 16 damage.

10 Replies

You have not understood the damage mechanic

The attacking army loses 80 HP

the defending loses 100 HP

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Marshal of the Forum High Command

Where are you getting this from?

The defending army deals 20 damage, how would the attacking army lose 80?

The defending army only has 80 HP to lose, how can it take 100? This is the core point of the suggestion

Just because an army is smaller/has less health does not mean taking it down wouldnโ€™t still take a whileโ€ฆ but I get what you mean.


CarKing the 6th of the Abrahamic Caliphate

No, I still don't think you get it. This suggestion only applies to situations where one army would destroy the other army in a single combat cycle. Like 10 armored cars defending against 1 infantry. The infantry would get insta destroyed by like 100 damage but would still be able to deal its full damage output on the armored cars.

That is what happensโ€ฆ the infantry does itโ€™s damage and diesโ€ฆ whatโ€™s the change here?


CarKing the 6th of the Abrahamic Caliphate

The infantry does less damage because it was "overkilled". If the armored cars did 100 damage to the infantry, and the infantry only had 15 HP, then in practice it only took 15 damage. So, it should do less damage to keep the combat "fair". Instead of doing 100% damage, the infantry in this case would deal (15/100) = 15% of its normal damage.

This is more like real life too. The 30 minute combat timer is meant to ease pressure on the servers. However, in real life, the damage would be done continuously. If the damage were done continuously, then the infantry wouldn't survive the 30 minutes of the combat cycle and would be destroyed before being able to deal all of its 30 minute damage.

Ah I see nowโ€ฆ not a bad idea actually. Pretty smart. Along with this attacking units having a semi-similar system to arty when you overkill. Like say you can 100 damage and you kill a unit with 50? Your time for waiting would be 15 minutes rather than 30.


CarKing the 6th of the Abrahamic Caliphate

Dipper Pines wrote:

The infantry does less damage because it was "overkilled". If the armored cars did 100 damage to the infantry, and the infantry only had 15 HP, then in practice it only took 15 damage. So, it should do less damage to keep the combat "fair". Instead of doing 100% damage, the infantry in this case would deal (15/100) = 15% of its normal damage.

This is more like real life too. The 30 minute combat timer is meant to ease pressure on the servers. However, in real life, the damage would be done continuously. If the damage were done continuously, then the infantry wouldn't survive the 30 minutes of the combat cycle and would be destroyed before being able to deal all of its 30 minute damage.

This is already a thing, essentially, the units first attack is 19-ish seconds after they collide, if it overkills it dies instantly but defense damage must be done first, AC's wouldn't just steamroll the inf and take less damage, cant really kill what isnt there, plus theres a 15% range for each unit for attack and defense, so the defense might deal enough damage to reduce the enemy down a decent amount of HP and then the 15% might go badly for the AC's, therefore the infantry is no longer overkilled, infact they will survive, this is also realistic, special cases in armies, perhaps a mine was placed that took out the commanding officers vehicle, this would act as the negative 15% of the spectrum, losing command is devastating, and the positive 15% could be an unprepared enemy, thus a surprise attack with varying levels of success, thus the positive side of the 15% spectrum. Same for the inf, commander was taken out early, negative 15%, they were ready for the AC's and they fell into their trap, positive 15%, ive had a level 2 allied light tank at 2.6 hp kill a level 1 full health axis infantry, even the screenshots to prove it, the system is almost perfect as is with the variation in every combat being unique. And the 30 minute timer is like the time between the fighting when damage reports reach you, the initial collide with the enemy and then more info is fed to you over time about the situation, messages were not instant back then. This is more a message for the entire conversation and not just the quote.

Dipper Pines wrote:

Say you've got a big stack that deals 100 damage to some defending army.

That defending army deals 20 damage when defending, and has 80 HP.

Currently, the big stack would take 20 damage and destroy the defending stack. This disadvantages the large attacking army, as an army that only dealt 80 damage would have taken the same damage. This scenario also applies to high HP troops attacking low HP troops.

Instead, I suggest that the damage done by a destroyed army is proportional to how much damage it could have taken before it was destroyed. So, in the example, the defending army deals (80/100)*20 = 16 damage.

Dipper Pines wrote:

The infantry does less damage because it was "overkilled". If the armored cars did 100 damage to the infantry, and the infantry only had 15 HP, then in practice it only took 15 damage. So, it should do less damage to keep the combat "fair". Instead of doing 100% damage, the infantry in this case would deal (15/100) = 15% of its normal damage.

This is more like real life too. The 30 minute combat timer is meant to ease pressure on the servers. However, in real life, the damage would be done continuously. If the damage were done continuously, then the infantry wouldn't survive the 30 minutes of the combat cycle and would be destroyed before being able to deal all of its 30 minute damage.

sorry i misunderstood
Glory to the Union!
Glory to the Red Army!
Glory to the Revolution!
Marshal of the Forum High Command

Fox-Company wrote:

Dipper Pines wrote:

The infantry does less damage because it was "overkilled". If the armored cars did 100 damage to the infantry, and the infantry only had 15 HP, then in practice it only took 15 damage. So, it should do less damage to keep the combat "fair". Instead of doing 100% damage, the infantry in this case would deal (15/100) = 15% of its normal damage.

This is more like real life too. The 30 minute combat timer is meant to ease pressure on the servers. However, in real life, the damage would be done continuously. If the damage were done continuously, then the infantry wouldn't survive the 30 minutes of the combat cycle and would be destroyed before being able to deal all of its 30 minute damage.

This is already a thing, essentially, the units first attack is 19-ish seconds after they collide, if it overkills it dies instantly but defense damage must be done first, AC's wouldn't just steamroll the inf and take less damage, cant really kill what isnt there, plus theres a 15% range for each unit for attack and defense, so the defense might deal enough damage to reduce the enemy down a decent amount of HP and then the 15% might go badly for the AC's, therefore the infantry is no longer overkilled, infact they will survive, this is also realistic, special cases in armies, perhaps a mine was placed that took out the commanding officers vehicle, this would act as the negative 15% of the spectrum, losing command is devastating, and the positive 15% could be an unprepared enemy, thus a surprise attack with varying levels of success, thus the positive side of the 15% spectrum. Same for the inf, commander was taken out early, negative 15%, they were ready for the AC's and they fell into their trap, positive 15%, ive had a level 2 allied light tank at 2.6 hp kill a level 1 full health axis infantry, even the screenshots to prove it, the system is almost perfect as is with the variation in every combat being unique. And the 30 minute timer is like the time between the fighting when damage reports reach you, the initial collide with the enemy and then more info is fed to you over time about the situation, messages were not instant back then. This is more a message for the entire conversation and not just the quote.
It's definitely not a thing already. When you attack/defend something that has less HP than the damage of your army, the opposing army still does full damage. Then, you're saying that what the game has now is fine, which I disagree with. First, the 15% random roll has nothing to do with overkill. Once all the damage is calculated (with the 15% roll included) only then is overkill applied. You raise a good point about defense values being applied first, which shouldn't be changed. To solve this, either overkill would be calculated after it's determined that the attacking army overkills the defending army even after taking the full defense damage, or overkill will only apply to defending troops. I still maintain that the 30 minute timer is meant to simulate real continuous combat. It makes no sense that a game with no regard for logistics and where you can command any of your troops anywhere to do anything at anytime would modify combat to make communication more realistic.

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