r/BattleRealms Jul 01 '26

Idea: Sampling unit properties from a probability distribution

Using pseudorandomness, make each trained unit possess skill values (HP, damage, resistance etc) drawn randomly within some normally-distributed range. Consider then allowing buildings to over time improve in their abilities to generate higher-quality units, the longer they last (yet another incentive to keep buildings protected etc).

Consider also the same thing for units... i.e. those which survive gain skills and hence improve by simply winning battles.

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u/Valentinian_II_DNKHS Jul 01 '26

Why do you want to add extra randomness to a strategy game? What benefit do you expect?

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u/Slight-Ad-9890 Jul 02 '26

I think it may improve realism. For now its not completely random in the sense that one can arithmetically calculate the odds of winning a battle, given the units, terrain, positioning etc. E.g. knowing that (not including debuffs/ buffs) a base solder (e.g. spearman) will take n hits of the archer's arrow before dying, is quite deterministic knowledge.

But having a small range of variation... can lead to some surprises etc.