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Thread: Historical mods and kill rates

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  1. #1
    Summa Rudis Senior Member Catiline's Avatar
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    Default Re: Historical mods and kill rates

    (I kill all of them, usually).
    My point exactly. If we're going for a more accurate Total War, we should have more accurate kill ratios. It shouldn't be the case that armies are annhilated.
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  2. #2
    Father of the EB Isle Member Aymar de Bois Mauri's Avatar
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    Default Re: Historical mods and kill rates

    Yes, I agree. The RTW release version is VERY unrealistic in the end-battle overall kill ratio. Where did someone ever heard of 90-95% casualties in ANY battle in History? It's ridiculous.

    In the EB MOD we're trying to solve many things. Amongst them, charging and running speed of cav and inf. Another is the kill rate, it should be about 60-70% slower. And finally these ridiculous kill ratios...

    I must be honest, this is probably the least technical problem, but the most difficult to balance. Probably a large defense increase across the board will aliviate the problem, because it will force the pursuing units to make more hits/kill, therefore diminishing the probability of dying before the redline. An HP increase is not entirelly out of the question...

  3. #3
    |LGA.3rd|General Clausewitz Member Kaiser of Arabia's Avatar
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    Default Re: Historical mods and kill rates

    Quote Originally Posted by Aymar de Bois Mauri
    Yes, I agree. The RTW release version is VERY unrealistic in the end-battle overall kill ratio. Where did someone ever heard of 90-95% casualties in ANY battle in History?
    Thermopoley?

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  4. #4
    EB insanity coordinator Senior Member khelvan's Avatar
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    Default Re: Historical mods and kill rates

    I assume you mean Thermopylae? ;)
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  5. #5
    Father of the EB Isle Member Aymar de Bois Mauri's Avatar
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    Default Re: Historical mods and kill rates

    Quote Originally Posted by Capo of Arabia
    Thermopoley?
    Nope. I'll explain...

    Spartans: 300men
    Allies: more than 6000men

    After the second day a Greek named Ephialtes defected to the Persians and informed Xerxes of a separate path through Thermopylae. The pass was defended by the other 1000 Greeks, from Phocis, who had been placed there when the Greeks learned of the alternate route just before the battle, but they were not expecting to engage the Persians. The Phocians offered a brief resistance before fleeing, and the Persians advanced unopposed.

    Leonidas then realized that further fighting would be futile. On August 11 he dismissed all but 300 Spartans. A contingent of Thespians, led by Demophilus, stayed as well in a suicidal effort to delay the advance. Leonidas also had a force of Thebans, but after some fighting they defected to the Persians.
    You can find more information here:

    Battle of Thermopylae

    Accordingly, if we put our heads thinking we can see that those dispensed retreated before the escape route was blocked by the Persians. Let's be conservative and say that most didn't flee:

    7000 - 1000(Phocis - fleed) - 2000(others - fleed) - 1000 (Thebans - defected) = 300 Spartans + 2700(Thespians)

    Alive - 4000men
    Dead - 2700men

    That means a ratio of (2700/7000)=38.57% casulaties. Not exactly a massacre of RTW proportions...
    Last edited by Aymar de Bois Mauri; 10-20-2004 at 20:26.

  6. #6
    Member Member Turbo's Avatar
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    Default Re: Historical mods and kill rates

    Quote Originally Posted by Aymar de Bois Mauri
    Yes, I agree. The RTW release version is VERY unrealistic in the end-battle overall kill ratio. Where did someone ever heard of 90-95% casualties in ANY battle in History? It's ridiculous.

    In the EB MOD we're trying to solve many things. Amongst them, charging and running speed of cav and inf. Another is the kill rate, it should be about 60-70% slower. And finally these ridiculous kill ratios...

    I must be honest, this is probably the least technical problem, but the most difficult to balance. Probably a large defense increase across the board will aliviate the problem, because it will force the pursuing units to make more hits/kill, therefore diminishing the probability of dying before the redline. An HP increase is not entirelly out of the question...
    The problem with increasing the HP points and/or increasing the defensive skill is that these will extend the battle times. This is a major problem when combined with the mandatory battle timer. There are workarounds to the battle timer, but there are battles that there should be timers on, such as a city assault.
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  7. #7
    Altogether quite not there! Member GodsPetMonkey's Avatar
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    Default Re: Historical mods and kill rates

    You could try increasing the casulty heal rate, it doesn't effect the in-battle balance, and means you end up with something left over, with a significant enough boost (although I'm not sure on the limits), you could probably get the recovery rate up to about 30-40% of your casulties, which should leave significant enough remains of a sorely thrashed army, but not make it so the battle was almost pointless (whats the fun in fighting the same army twice, only with 5-10% less men then before?)
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  8. #8
    Savior of Peasant Phill Member Silver Rusher's Avatar
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    Default Re: Historical mods and kill rates

    For accuracy in this matter, a lot more would have to be changed as well to maintain accuracy. For example- the camera would HAVE to be restricted to the general at all times, and you wouldn't be able to command troops far away. And that would just make the game boring.

    Also, battles just would not be fun if the kill rates were slowed right down, and armies left with only 10 percent casualties.
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