Troop Suggestion

Post here any ideas or suggestions you have for improving Valor.
PoeticScreamer
Lancer
Posts: 14
Joined: Mon Sep 23, 2013 1:00 pm
Location: Somewhere in your mind

Troop Suggestion

Postby PoeticScreamer » Mon Sep 23, 2013 1:31 pm

While I was browsing through the forums, I encountered a forum that talked about a different troop choice (I cannot recall the name of the forum, please do conduct me to it if you know about it). So here's what Valor offers as troops:

Lancers
Sentries
Berserkers
Scouts
Knights
Guards
Rams
Ballistas
Scholars

This was a very well planned combination. For there are pro and cons with them.

Lancers kill Knights/Guards
Sentries kill Berserkers
Scouts kill Scouts (when defending)
Berserkers kill Lancers
Knights/Guards kill Sentries

I am not sure about Rams and Ballistas, so I rather not write anything.
We all know that to kill a nerd, there must be %50 or more amount of troops in the city than in the incoming wave.
Now, I would like to suggest a new set of troops that can be added in the list above. I read the mention of Archers and some other character. This is what I like to propose:

Archers (Defense)
Crossbow Archers (Offensive)
Berserk Riders
Catapults

Result:

Crossbow Archers kill Archers
Berserk Riders kill Sentries

Main Idea:

Crossbow Archers are archers who have the ability to shoot arrows a lot faster than regular archers, and they would be considered as offense. If it were in game, Crossbow archers would walk faster than Zerks but slower than Scouts. The chances of their survival (depending on amount) would be 45 out of 100, because of the ground troops (Sentries). Crossbow Archers would take the amount of time between knights and guardians.

Archers would be considered as defense. They can be used as offense, but the chances of survival would be 30 out of 100. Archers would be a lot stronger if kept within the city. The time for research can be in between Zerks and Scouts, which it is not that much.

Berserk Riders would play a similar role as Guardians, only difference is that they cannot appear on wild barb. It would be too annoying having a rider, stronger than the barb zerk, protecting the barb. They would take the same amount of time to research as a guard.

Catapults are machines that throw boulders of debris/giant rocks. This can be served as offense and defense. If kept in city, they can target Ballistas and Rams. If used as offense, they can play the same role as ballistas only they would not have any defense at all. Although, they must be more expensive than Ballistas since they can be used as defense troops and take longer to research.

Well, this is just a suggestion for Quark Games. I know that they are going through some changes between Titan Worlds and Legacy. I hope my suggestion captures your attention and interests you. Thank you!

P.S: If I am plagiarizing, a forum from another player. It was not my intention. Message me if with the link that it was you who came with all or part of the idea. Once again, thank you.

Poisonousdeath
Knight
Posts: 76
Joined: Mon Apr 15, 2013 5:03 am

Postby Poisonousdeath » Tue Sep 24, 2013 3:46 am

Correction
Rams deffend against rams
Ballistas deffend against balistas

MyName999
Scholar
Posts: 475
Joined: Wed Mar 14, 2012 4:26 pm

Postby MyName999 » Tue Sep 24, 2013 5:10 am

Poisonousdeath wrote:Correction
Rams deffend against rams
Ballistas deffend against balistas


Completely false, and previous post show numerous approximations

MyName999
Scholar
Posts: 475
Joined: Wed Mar 14, 2012 4:26 pm

Postby MyName999 » Tue Sep 24, 2013 5:16 am

Each troop is infantry OR cavalry... Each troop has an attack score, and a defensive score against infantry, and a defensive score against cavalry.

Attacking troops make a total attack score (attack score of infantry and attack score of cavalry).

Defending troops have a total defense score against infantry, and a total defense score against cavalry. Amount of attack power of infantry versus total attack power give the ratio of defending score to use (if 1/3 of the attacking power come from infantry troop, the defending power against infantry is the one added for all defensive troops x1/3)... Same for cavalry. This give the total mixed defensive score.

Now you look ratio between the attack and the defense; the smallest number give the looser (100% casualties), and the ration lower/bigger give winner casualties.

MyName999
Scholar
Posts: 475
Joined: Wed Mar 14, 2012 4:26 pm

Postby MyName999 » Tue Sep 24, 2013 5:18 am

Now rams and ballistas have effects against buildings (only walls for rams, but with a greater efficiency than ballistas do).

The effect of building destruction is given by amount of rams/ballistas attacking, and amount of attack power of the escort.
The defensive effect is ONLY given by the defensive troops into the city; rams have NO effect against rams or ballistas have NO effect against ballistas differing than the one given by their defensive score against infantry and cavalry.

MyName999
Scholar
Posts: 475
Joined: Wed Mar 14, 2012 4:26 pm

Postby MyName999 » Tue Sep 24, 2013 5:22 am

Now to kill a scholar, if only one is sent in a wave, you've to kill 50% of attacking troops, but it's not only given only by amount of troops in the city, I described the battle procedure upper (if you attack a city with 1000 berzekers and a scholar, 2000 defending berzekers won't defend at all lol).

If you sent 2 scholars, you've to kill 75% of the attacking wave to kill all scholars sent; if 3 sent it's 83%, if X it's 1-1/(2X)...

MyName999
Scholar
Posts: 475
Joined: Wed Mar 14, 2012 4:26 pm

Postby MyName999 » Tue Sep 24, 2013 5:25 am

Now lancers don't kill guards, but they have a greater defense against cavalry than against infantry, and a low attack power...

Sentries have a greater defense against infantry than against cavalry, but a low attack power...

Bersekers have a great attack power, but nearly no defense...

...


Everything can be seen by entering in any recruiting building in Valor, then pressing the Preference button (wheel at top right) then help on units

MyName999
Scholar
Posts: 475
Joined: Wed Mar 14, 2012 4:26 pm

Postby MyName999 » Tue Sep 24, 2013 5:27 am

For scouting, the attacking scouts casualties are given by the forluma:

0,5 x number of defending scouts - 8% x number of attacking troops

if higher than number of attacking scouts, all are killed for sure

MyName999
Scholar
Posts: 475
Joined: Wed Mar 14, 2012 4:26 pm

Postby MyName999 » Tue Sep 24, 2013 5:33 am


MyName999
Scholar
Posts: 475
Joined: Wed Mar 14, 2012 4:26 pm

Postby MyName999 » Tue Sep 24, 2013 5:35 am

About how battles are calculated:

http://forum.playmesh.com/showthread.php?1500-Battle-Simulator-Scenario/page2&highlight=simulator

(bottom of the page gives simulator calculations)


Return to “Ideas/Suggestions”

Who is online

Users browsing this forum: No registered users and 10 guests