Originally posted by XanthosNZActually, I have never played the original Diplomacy, although I have some familiarity with it. So I cannot answer any questions which reference that game. The combat system is exactly the same as in the game Axis and Allies if you're familiar with that one.
Combat resolution is the same as the original with cutting support and moving and displacement?
Originally posted by rwingettNot in the slightest.
Actually, I have never played the original Diplomacy, although I have some familiarity with it. So I cannot answer any questions which reference that game. The combat system is exactly the same as in the game [b]Axis and Allies if you're familiar with that one.[/b]
EDIT: Original Dip had all players determining their intended moves (valid were moves to/attacks with a destination, supports a move or a position and convoys). Then resolution. Any units that were supporting a move could be stopped by attacking them (cutting support). If a unit has more support than the place had defenders (attacker plus supporters vs. defender and supporters) then it succeeds. The displaced unit must move away or be disbanded.
Originally posted by XanthosNZNo, this is much more detailed than that. All players submit their orders for their intended moves as in Diplomacy, but the battle resolution is different. All military units you build have a certain number of hit points and a certain percentage to cause damage.
Not in the slightest.
EDIT: Original Dip had all players determining their intended moves (valid were moves to/attacks with a destination, supports a move or a position and convoys). Then resolution. Any units that were supporting a move could be stopped by attacking them (cutting support). If a unit has more support than the place had defenders (attack ...[text shortened]... s. defender and supporters) then it succeeds. The displaced unit must move away or be disbanded.
Heavy Infantry, for example, have 3 HP each and a 34% chance of inflcting 1 HP of damage on the enemy each round. Crossbowmen have 1 HP each and a 48% chance of causing damage. A typical battle between 10 Heavy Infantrymen on one side and 10 Crossbowmen on the other would look something like the following:
Side 1 (10 Heavy Infantry)
30 total hit points. 340 total attack power.
Side 2 (10 Crossbowmen)
10 total hit points. 480 total attack power.
round 1: Side 1 inflicts 3 hits (3.4 on average). Side 2 inflicts 5 hits (4.8 on average)
round 2: The same as above, on average.
damage resolution: Side 1 suffers 10 points of damage. 3 Heavy Infantry are killed, one is wounded. Side 2 suffers 6 points of damage. 6 Crossbowmen are killed.
Forces are now adjusted for losses.
Side 1 (7 Heavy Infantry)
20 total hit points. 238 attack power.
Side 2 (4 Crossbowmen)
4 total hit points. 192 attack power.
Round 3...etc.
I don't know if that's clear or not. But it should be clear that the Crossbowmen are going to lose the battle.
Originally posted by rwingettChance? Ugh. The thing I loved most about Diplomacy was there was no chance. Just like chess if you could calculate correctly you could know what the outcome will be. There was also the art of bluffing the opponent but the key bit was the calculation.
No, this is much more detailed than that. All players submit their orders for their intended moves as in Diplomacy, but the battle resolution is different. All military units you build have a certain number of hit points and a certain percentage to cause damage.
Heavy Infantry, for example, have 3 HP each and a 34% chance of inflcting 1 HP of damage on ...[text shortened]... that's clear or not. But it should be clear that the Crossbowmen are going to lose the battle.
Originally posted by XanthosNZI'll try it out, post the link.
Chance? Ugh. The thing I loved most about Diplomacy was there was no chance. Just like chess if you could calculate correctly you could know what the outcome will be. There was also the art of bluffing the opponent but the key bit was the calculation.
Originally posted by XanthosNZChance doesn't really appear to be that big of a factor, actually. The outcome is almost always as predicted. The large number of "chance" factors invariably even out over the course of a battle. Of course, you usually won't know exactly what forces the enemy (or your allies) will have present. Will he have moved his units as you expected him to, or not?
Chance? Ugh. The thing I loved most about Diplomacy was there was no chance. Just like chess if you could calculate correctly you could know what the outcome will be. There was also the art of bluffing the opponent but the key bit was the calculation.
So as I've said, this is not Diplomacy, but it has many features in common with that game.