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+ | ============================================================================================ |
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+ | Update on Battle System |
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+ | ==Rock - Paper - Scissors== |
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+ | <p style="text-align:center">'''Rock''' - Malee Units</p> |
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+ | <p style="text-align:center">'''Paper '''- Range Units</p> |
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+ | <p style="text-align:center">'''Scissors''' - Speed Units</p> |
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+ | The basis of the Main Battle System is like this Rock - Paper- Scissors. |
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⚫ | |||
+ | *Malee units takes out Speed Units |
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+ | *Speed units takes out Range Units |
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+ | *Range units takes out Malee Units |
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+ | |||
+ | |||
+ | |||
+ | But the twist here are the Tier levels. |
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+ | |||
+ | Swordsman can defend against Archers.. And can win.. Because swordsman are Tier 2 Units while Archers are Tier 1.. |
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+ | |||
+ | Here to give a basic idea on match up. |
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+ | {| border="1" cellpadding="1" cellspacing="1" style="width: 426px; height: 420px;" |
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+ | |Match |
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+ | | style="vertical-align: top;"|Most Likely to Win |
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+ | |- |
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+ | |T1.Malee vs T1.Malee |
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+ | | style="vertical-align: top;"|Tie |
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+ | |- |
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+ | |T1.Malee vs T1.Range |
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+ | | style="vertical-align: top;"|T1.Range |
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+ | |- |
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+ | | style="vertical-align: top;"|T1.Malee vs T1.Speed |
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+ | | style="vertical-align: top;"|T1.Malee |
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+ | |- |
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+ | | style="vertical-align: top;"|T1.Malee vs T2.Malee |
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+ | | style="vertical-align: top;"|T2.Malee |
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+ | |- |
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+ | | style="vertical-align: top;"|T1.Malee vs T2.Range |
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+ | | style="vertical-align: top;"|T2.Range |
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+ | |- |
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+ | | style="vertical-align: top;"|T1.Malee vs T2.Speed |
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+ | | style="vertical-align: top;"|T2.Speed |
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+ | |- |
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+ | | style="vertical-align: top;"|T2.Malee vs T2.Malee |
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+ | | style="vertical-align: top;"|Tie |
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+ | |- |
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+ | | style="vertical-align: top;"|T2.Malee vs T2.Range |
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+ | | style="vertical-align: top;"|T2.Range |
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+ | |- |
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+ | | style="vertical-align: top;"|T2.Malee vs T2.Speed |
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+ | | style="vertical-align: top;"|T2.Malee |
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+ | |- |
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+ | |T1.Range vs T1.Range |
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+ | | style="vertical-align: top;"|Tie |
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+ | |- |
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+ | | style="vertical-align: top;"|T1.Range vs T1.Speed |
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+ | | style="vertical-align: top;"|T1.Speed |
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+ | |- |
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+ | | style="vertical-align: top;"|T1.Range vs T2.Speed |
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+ | | style="vertical-align: top;"|T2.Speed |
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+ | |- |
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+ | | style="vertical-align: top;"|T2.Range vs T1.Speed |
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+ | | style="vertical-align: top;"|T2.Range |
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+ | |- |
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+ | | style="vertical-align: top;"|T2.Range vs T2.Speed |
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+ | | style="vertical-align: top;"|T2.Speed |
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+ | |- |
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+ | | style="vertical-align: top;"|T1.Speed vs T1.Speed |
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+ | | style="vertical-align: top;"|T1.Speed |
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+ | |- |
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+ | | style="vertical-align: top;"|T1.Speed vs T2.Speed |
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+ | | style="vertical-align: top;"|T2.Speed |
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+ | |} |
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+ | On the table above it's for 1 against 1, 10 against 10 etc.. |
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+ | On the attacks you need to consider the following |
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+ | *Quantity |
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+ | *Wall defenses and Field defenses |
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+ | *Buffs |
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+ | *Knights |
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+ | *Research levels |
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+ | *Specialty Troops |
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+ | ==Troop Tier== |
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+ | Any unit of a set Tier will have the same Might value, and upkeep, as every other unit in that tier level. |
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+ | |||
+ | The Tier 1 units are: |
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+ | *Pikemen (Melee) |
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+ | *Archers (Ranged) |
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+ | *Cavalry (Speed) |
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+ | The Tier 2 units are: |
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+ | *Swordsmen (Melee) |
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+ | *Ballista (Ranged) |
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+ | *Heavy Cavalry (Speed). |
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+ | The beginner troops are: |
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+ | *Militiamen. |
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+ | The specialty troops are: |
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+ | *Supply Troops |
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+ | *Scouts |
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+ | *Supply Wagons |
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+ | *Battering Rams |
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+ | *Catapults. |
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+ | ==Specialty Troops Explained== |
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+ | The beginner troops are: |
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+ | *Militiamen. (considered specialty > Traps) |
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+ | The specialty troops are: |
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+ | *Supply Troops |
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+ | *Scouts |
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+ | *Supply Wagons |
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+ | *Battering Rams |
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+ | *Catapults. |
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+ | |||
+ | Scouts are for scouting. Sometimes for trap clearing. (if you want to speed up the process) |
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+ | |||
+ | Supply troops are for transport and looting if wagons are not available (also can be used as trap cleaners) |
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+ | |||
+ | Supply Wagons best on transporting and looting big amount of resources |
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+ | |||
+ | Militiamen can be used to clear field defenses. |
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+ | |||
+ | Batering Rams not only useful for breaking through wall fortifications but also to reduce troop losses in every day raid. |
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+ | |||
+ | Catapults throw large rocks from a huge distance. They are most effective against the enemy's defenses. |
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[[Category:Battle]] |
[[Category:Battle]] |
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[[Category:troops]] |
[[Category:troops]] |
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[[Category:combat]] |
[[Category:combat]] |
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[[Category:Research]] |
[[Category:Research]] |
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+ | [[Category:Rock - Paper - Scissors]] |
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+ | [[Category:Troop Tier]] |
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+ | [[Category:Specialty Troops Explained]] |
Revision as of 10:43, 18 October 2010
This page is intended to help users learn about how the combat system works in KOC. We need researches with different troops, research levels and so on to work this out. Please note: The page is a mess as it's still in progress and haven't formed up a good framework yet.
Let me explain that a bit more...
When we attack a player or a wilderness or a barb camp, we just send in some no. of armies and then get the aftermath, unaware of what happened... how many archers killed how many swordsmen, or if they even attacked swordsmen… and if
not which troops did they attack? Why did all my troops die when my army strength was clearly higher then theirs???
HYPOTHESIS and OBJECTIVES (kind of)
From what I have heard and experienced, the battle is turn-based. Apparently,
If both in range, troops with highest speed attack first... but which troops do they attack: the ones with the highest speed/life/defence or the lowest?
They tend to attack their own kind first. Fair enough... and what if they have different troops or when those troops are dead, what do they attack next?
Attack Efficiency = Attack X no. of attackers - (life + defence) X no. of troops defending. For example if 1000 archers attack 2000 militia, damage done by archers would be
250 X 1000 - (400 + 13) X 2000 = 240,000 - 826,000 = - 586,000. Hence, 586,000/413 = 1419 approx. militia would be still standing alive and take their turn to attack
100 X 2000 - (500 + 25) X 1000 = 200,000 - 525,000 = - 325,000. Hence, 325,000/525 = 619 approx archers survived.
240 X 619 - (400+13) X 1419 = 148,560 - 586,047 = 437478/413 militia = 1059 militia. IS IT TRUE? (This is of course, neglecting the knight's level, and other research upgrades like metal alloy, poisoned edge, Fletching, healing potions. other upgrades like Alloy Horseshoes and magical mappings don't shouldn't affect the battle as they are specifically for marching)
What I am trying to get here is... If I attack a player/ barb camps/wilderness with:
x no. of troops A, y no. of troops B and z no. of troops C
and the defenders have:
a no. of troops D, b no. of troops E and c no. of troops F
Which units attack which? Which ones attack first and the last? I want to know the mechanics of the battle system.
(I, Doggy316, finished the equation and if this guy has the right idea then 2 militia will survive in victory. Can someone please test this??)
================================================================================
Update on Battle System
Rock - Paper - Scissors
Rock - Malee Units
Paper - Range Units
Scissors - Speed Units
The basis of the Main Battle System is like this Rock - Paper- Scissors.
- Malee units takes out Speed Units
- Speed units takes out Range Units
- Range units takes out Malee Units
But the twist here are the Tier levels.
Swordsman can defend against Archers.. And can win.. Because swordsman are Tier 2 Units while Archers are Tier 1..
Here to give a basic idea on match up.
Match | Most Likely to Win |
T1.Malee vs T1.Malee | Tie |
T1.Malee vs T1.Range | T1.Range |
T1.Malee vs T1.Speed | T1.Malee |
T1.Malee vs T2.Malee | T2.Malee |
T1.Malee vs T2.Range | T2.Range |
T1.Malee vs T2.Speed | T2.Speed |
T2.Malee vs T2.Malee | Tie |
T2.Malee vs T2.Range | T2.Range |
T2.Malee vs T2.Speed | T2.Malee |
T1.Range vs T1.Range | Tie |
T1.Range vs T1.Speed | T1.Speed |
T1.Range vs T2.Speed | T2.Speed |
T2.Range vs T1.Speed | T2.Range |
T2.Range vs T2.Speed | T2.Speed |
T1.Speed vs T1.Speed | T1.Speed |
T1.Speed vs T2.Speed | T2.Speed |
On the table above it's for 1 against 1, 10 against 10 etc..
On the attacks you need to consider the following
- Quantity
- Wall defenses and Field defenses
- Buffs
- Knights
- Research levels
- Specialty Troops
Troop Tier
Any unit of a set Tier will have the same Might value, and upkeep, as every other unit in that tier level.
The Tier 1 units are:
- Pikemen (Melee)
- Archers (Ranged)
- Cavalry (Speed)
The Tier 2 units are:
- Swordsmen (Melee)
- Ballista (Ranged)
- Heavy Cavalry (Speed).
The beginner troops are:
- Militiamen.
The specialty troops are:
- Supply Troops
- Scouts
- Supply Wagons
- Battering Rams
- Catapults.
Specialty Troops Explained
The beginner troops are:
- Militiamen. (considered specialty > Traps)
The specialty troops are:
- Supply Troops
- Scouts
- Supply Wagons
- Battering Rams
- Catapults.
Scouts are for scouting. Sometimes for trap clearing. (if you want to speed up the process)
Supply troops are for transport and looting if wagons are not available (also can be used as trap cleaners)
Supply Wagons best on transporting and looting big amount of resources
Militiamen can be used to clear field defenses.
Batering Rams not only useful for breaking through wall fortifications but also to reduce troop losses in every day raid.
Catapults throw large rocks from a huge distance. They are most effective against the enemy's defenses.