Why the HP gap between low and high tier units are so little?

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Tomipapa

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There are 4 basic defense model:
Extra HP bar
Damage avoidance
Percentile reduction
Flat Substraction

Each of them has very specific advantages and drawbacks.

That's true. I just prefer flat damage reduction, mainly because from all these it is where your "power advancement" is the most noticable. Although the percentile reduction is usually more balanced. Still i prefer the flat one, especially in rpg games :)
 

BloodyBattleBrain

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That's true. I just prefer flat damage reduction, mainly because from all these it is where your "power advancement" is the most noticable. Although the percentile reduction is usually more balanced. Still i prefer the flat one, especially in rpg games :)


And I think you have a valid point here.

We ought to remember that the AoW series has some strong rpg dna.

I think it's pretty cool how each new AoW has changed the combat system.

Mostly an improvement in each new game.

I will however forever lament and miss the larger AoW 1 maps with variable movement terrain and things that caught fire, e.g. fields of wheat (although I believe that last feature is back?!)
 

HousePet

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I suspect we don't really have more things to research in practise.
In AoW3, there was a single line of unit research, so you could rush to T4s if you wanted to.
In PF, there is basically two lines of unit research, and I'm expecting players are going to favour one rather than researching both (based on what units they need for that planet).
 

The Founder

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hat's true. I just prefer flat damage reduction, mainly because from all these it is where your "power advancement" is the most noticable. Although the percentile reduction is usually more balanced. Still i prefer the flat one, especially in rpg games :)
It prefer the extra HP Bar approach for Stellaris and similar Strategy games.
I prefer the flat reduction for games with extremely few units. And I mean "X-Com" counts of around 4+spwans. Stuff like Battletech, the Shadowrun Games, that soon to be released Mechanicus game.
Percentile can be used for middle cases. Where you have a few Units (6 per army with multiple armies per combat), but not quite Stellaris Amounts.

Damage avoidance is the only thing I generally loathe. I can understand why the RPG D&D goes that way (speeds up combat resolution drastically while humans have to do it). But in a computergame I see no excuse for it.