Re: KaM Remake gameplay balance
I agree, the idea is worth pursuing to see if the flaws can be better resolved. Maybe it can be designed so that the KaM feeling is maintained. Maybe there could be a maximum/minimum amount of damage inflicted with each strike, so kind of like the current system but instead of only doing 0 or 1 damage, they can do somewhere between 0 and 1, e.g. 0.36. But you can't do 4 damage and kill a unit in one blow, 1 is the maximum so it still takes the normal number of strikes to kill a unit.Yes, but the fact that 2 Scouts can fight up to 15 minutes and longer (given good random streak) does not makes it very nice. It's nice to see your militia kills barbarian in campaign mission, but it's very disappointing seeing it happen vice versa. I agree with Sid Meyer GDC 2010 speech - player wants to see "good" randoms that look fair, not the mathematically correct "randoms". It's especially important in MP where players compete with their skills, not with a rolling dice. Random is needed, but it would be better if it were a little more fair. Similar to arrows hitting targets out of range due to random jitter, random allows that, but we fixed it in favor of players experience. I don't rush to implement suggested changes "as is" as they are clearly flawed, but I would like that everyone gave them a deeper look and analysis and maybe pushed research further.
Come on guys, better start testing this out!

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