- Posts: 68
- Joined: Sat Feb 22, 2014 7:24 pm
Almanro wrote:As I said in another post, the possible solution is NOT to calculate the APs of the remaining units as they are, but to scale them with their remaining HP!
E.g., in the example Deep Blue has just given, the PoB with 7 HP would have given to that player at max (considering it lvl5 with all its more expensive abilities) 203/40*7=35 APs, while the Lonewolf with 7 HP would have given to that player at max (considering it lvl5 with all its more expensive abilities)112/40*8=22 APs, so the total for both his units would have been 57 APs. Just your pala with Max HP would have been sufficient to win that match (as you would have expected if he didn't flee around!)
Same story in the case with Lima, the enemy should have tried at least to attack him or lose for the less APs remaining.
This is a very simple solution to implement directly in a program, but can be refined easily with more advanced ones (not necessary as simple as AP starting value * max HP / current HP) during further tests/developments.
I like this idea, alot. But I still think that running distance is the problem.