The general idea would be to work around Lanchester's square law. Because several units can attack one unit, it's better overall to focus fire on one unit until it's killed (without overkill however), and then move on to the next, rather than distribute damage to the group as a whole.
I'm not 100% sure how to fix this elegantly - perhaps to an extent it's not really possible or desired - but in principle it should make the game fight less snowballs, which I think is generally a pretty good thing for an RTS.
Good points! Sound more realistic. From my perspective, a minimum attack speed needs to be available though (until exitus). Would that also affect movement speed? (for hunted animals as well as for advancing/feeling troops)
Indeed this feature would remove the need to micromanage (focus your "fire" on reducing enemy forces by quantity i.e. kill them individually one-by-one) but rather damage them across the board. This could however affect gameplay to quite some extent. Should that be tested with a separate mode first?
I am catching up with a long backlog of unread stuff from a couple months of absence, so I am seeing the excellent housekeeping work you folks have been performing on the issues. Great job and thanks!
Copied from 'Closing Old Issues' thread in the 'Game Development & Technical Discussion' forum:
As above-mentioned Issue was closed by @ShadowOfHassen and reopened by @Itms with a 'Needs Design input' label attached to it, I think I like to hear - from all of you - your thoughts.
Copy of the Comments from the Issue tracker
@sanderd17 commented 13 years ago:
@wraitii commented 13 years ago:
@Palaxin commented 11 years ago:
Personal opinion
I like the idea of Speed connected to Health, maybe by 25% steps of Units Health.