1. decrease the direction multiplicator, maybe to something like 1 (front), 1,5 (diagonal) 2 (side) 2,5 (diagonal behind) 3 (behind)
But that would mean a) that you get away from the battle mechanics that make KaM so unique towards a system like AoE where damage is don proportionally and b) that could only lower the problem, not abolish the critical hit; in this example, the maximum firepower would still be 525%
I think, this is not a whole true. It is good to realize, how this 1, 2, 3, 4, 5 multiplicators work in kam in real situations. In common situations,
it is not 1, 2, 3, 4, 5, but something like this 1, 2, 2.3, 2.3, 2.3 or 1, 1.8, 1.8, 1.8, 1.8 or 1, 2, 3, 3.2, 3.2 , because of max damage limitation.
So, when i will change these multiplicators to 1, 1.5, 2, 2.5, 3 , it will be always that numbers and i think that it will be also more balanced, and
just with these change, it will contain a beauty, because better position you will get, better damage you will do. In normal kam, it is a key to get
the second position(which you always get with pack of units), to do incredible double damage and then you dont need very much to get better position.
But i must also mention, the real situations, where in normal kam, it is 1, 2, 3, 4, 5 . It is in general, when very strong single unit attacks pack
of weak units, that single unit will die very quickly, but i again see a beauty, when a good armored unit is capable to resist something, so damage x3 is enough.
So i maybe found a good balance between long fights, random fights and beauty of kam fighting system. I was multiplied life of all units by 1.5. Decreased multiplicators from positions
to 1, 1.5, 2, 2.5, 3. Damage will be maybe 0% - 200% to ensure random fights, maybe slightly more min damage, for example 10% - 190%.
Ok, lets look at the result. So, for example, how many hits need lancer to kill scout from back side? He needs (400*2*1.5)/(80*3) = 5 hits in average.
And how many hits need 3 lancers fighting with one Knight from front side and two from front diagonal side? It is (400*3*1.5)/(80*1+2*80*1.5) = 5.625 hits in average.
How many hits need 5 militias to kill one Knight, when every militia fight from else position(so, all 5 positions are used)? In average, they need
(400*3*1.5)/(35*(1+1.5+2+2.5+3)) = 5.14 hits. And it is nice in my opinion, when armored unit is a little resistant.
How many hits need a swordsman to kill militia from back side? He needs (300*1.5)/(55*3) = 2.73 hits in average.
How many hits need a halberdier to kill a scout from back side? (400*2*1.5)/(115*3) = 3.48 hits in average. I know, that it can be sometimes
only 2 hits, but it can be also sometimes for example 6 hits. In normal kam, it is always 4 hits, so my system is more random, its randomness is
not canceled by any other factor.
Most devastating attack can do Barbarian from back side to Militia. He needs (300*1.5)/(75*3) = 2 attacks in average. And he can kill militia in one hit
only when the game selects the largest number from 0 - 150. So, only once per 150 cases he will kill militia in one hit from back side. So, there is
a nice limit of one attack to kill which you won't see in the game practically.
I think, it is now balanced.
Edit
I realized, that with 0% - 200% or 10% - 190% , fights would be still very random, even i multiplied life of units by 1.5. I think, 50% - 150% will ensure a little random fights and also not too long fights. So, the best critical hit, that can be done in normal game is absolutely lucky halberdier, that fights with scout form back side. He need at least 3 hits to kill him. So, problem with strong critical hits has been solved.