freezy wrote:
maxChance=0.3 if attackStrength <= defenceStrengthotherwise it is
0.3 + 0.7*(min((attackStrength/defenceStrength*20)^2, 1)
I'm not sure about the rest, but it occurs to me that in a 1v1 combat between a Commando and a Militia, even in a mountain range, this battle calculation is skewed too far into the weaker player's camp.
With just arbitrary numbers (not real to the situation), if the attacker is rated (with terrain, SBDE, etc.) as "8" and the defender is rated (with terrain, SBDE, etc.) as "2", then the lower-valued defending unit will deal a greater percentage of damage than it is entitled to.
For example, using the above arbitrary numbers, placed into the formula, you get:
//rewritten with better efficiency
maxChance = 0.3;
if (attackStrengh > defenseStrength) {
maxChance += 0.7*( min( ( attackStrength/(defenseStrength*20) )^2, 1 ) )
}
//the above gives:
//maxChance = 0.3 + 0.7*( min( ( 8/(2*20) )^2, 1 ) )
//maxChance = 0.3 + 0.7*( min( ( 8/40 )^2, 1 ) )
//maxChance = 0.3 + 0.7*( min( ( 1/5 )^2, 1 ) )
//maxChance = 0.3 + 0.7*( min( 1/25, 1 ) )
//maxChance = 0.3 + 0.7*( 1/25 )
//maxChance = 0.3 + 0.7*0.04
//maxChance = 0.3 + 0.028
//maxChance = 0.328
Suppose that the larger unit has a hit points of 20 while the smaller unit has a hit points of only 10. Then, using the arbitrary values from above, the "max" possible hit points that the larger unit can deal is 0.328 x 8 = 2.624. Then, in order to eliminate the smaller unit, the larger one must hit at least 4 times (4 x 2.624 > 10 ====> 10.496 > 10). And, in all likelihood, with this "X" factor representing the maximum "possible" hit, it could take more -- even many more -- than 4 rounds of fire to eliminate the smaller and weaker opponent.
Meanwhile, as the small unit is SLOWLY getting crushed, using the same arbitrary numbers, it deals a small amount of damage to the stronger unit with it's own max possible hit points which it deals at (using the numbers with swapped attack/defend values) only 0.307. But this value of "max" is not much less than the "max" of the much bigger unit (plug in the number "2" in place of "8" to find the truth in this). So, the smaller one will hit at most 2 x 0.307 = 0.614.
Now, that might not sound like a lot, but if the attacker takes 5 rounds to defeat the small unit, then it is possible for this pathetic little unit to deal as much as 5 x 0.614 = 3.07. While that might not sound like a lot when the bigger unit has 20 points, if the luck "X" factor" goes in favor of the smaller guy enough times, it could -- conceivably -- win the battle. Of course, though that is highly unlikely, it still is dealing far more accumulated damage than it ought.
In real life, a giant unit is going to squash a puny unit relatively quickly if not on the first shot, then within two or three at most (C'mon, how unlucky is the gunner behind that Heavy Tank aiming at the smallish RPG-mounted pickup-truck at 100 yards distance?) Meanwhile, even though the larger unit is going to come out with only partial damage, it is both held up and vulnerable to other strikes for the duration of several hours of play. This concept makes a blitz strategy virtually impossible without bumbling through completely-empty provinces.
As you can see, at least in single melee combat, unless the larger and more powerful unit is immensely greater (like a Heavy Tank vs. a child with a toy gun), it loses virtually all of it's advantage. Now think about this: if the larger unit and the smaller unit both only hit at a maximum of ~0.3 times it's potential damage, then the bigger unit is going to take a lot of smaller hits that add up FAR too much while it takes too long taking out the puny unit just because the puny unit will take at least three or more hits to eliminate (0.328 x 3 = 0.984) which is less than enough after three rounds to eliminate the other guy. In other words, the big unit is taking hit after hit after hit....and could eventually die the death of a thousand cuts (a little too fast, mind you), when it should be sailing through the battle like a hot knife through butter.

It seemed like such a waste to destroy an entire battle station just to eliminate one man. But Charlie knew that it was the only way to ensure the absolute and total destruction of Quasi-duck, once and for all.
The saying, "beating them into submission until payday", is just golden...pun intended.
R.I.P. Snickers <3