Okay, I'm looking for a guard/encounter pairing that is an even fight (50% guards win, 50% mobs win).
Guards vs Cutters I've had 3/7 (42%) - not too bad, but a tiny sample size (7 fights).
So, if anyone has any suggestions for "even" matches, or as close to it as possible, let me (everyone) know.
Here's the general idea using 50%...
- r1 = 50%
-
- r1a = 50% [25%]
- r1b = 50% [25%]
- r2 = 50%
- r2a = 50% [25%]
- r2b = 50% [25%]
[i.e. r1a, r1b would spawn a match if r1 loses (i.e. encounter completes)]
So, loser of a match (component complete) can be used to spawn encounters in different locations, objects in different locations, different objects, etc.
Here's how it looks at 33%:
- r1 = 66%
- r1a = 66% [44%]
- r1a1 = 66% [29%]
- r1a2 = 33% [14%]
- r1b = 33% [22%]
- r2 = 33%
- r2a = 66% [22%]
- r2a1 = 66% [14%]
- r2a2 = 33% [7%]
- r2b = 33% [44%]
Comments
Encounter Matrix | Advanced Foundry Topics
Hope that helps
NW-DIG3FBD2Q - Part 1 - Initial Attack - (Eligible for daily) Click here to see Video review by @Visigoth18
NW-DNG6BTL9C - Part 2 - Retaliation - (Now daily eligible - thanks for the support everyone)
I'll put it in my trials and let you know. Sounds like it could be a long fight though -- might be too long.
I'll give 1x guard and 3x undead a try as well -- that might be quicker, close enough, and easier to spawn off results.
Results:
2x guards mh1 and 6x undead me3 = 10/10 guard wins
1x guards mh1 and 3x undead me3 = 7/10 guard wins
I think it was due to the fact the guards seemed to get in a free attack while undead were animating out of ground.
So, I tried 1x guards mh1 (minus a recruit) x 3x undead me3
Results:
7/15 guard wins. Not bad. About a 25-30 second battle though.
Those extra encounters make spawning more difficult.
Spawn A on g1 complete, Spawn B on u1 AND u2 AND u3 complete.
Encounter Matrix | Advanced Foundry Topics
There's also a "coin flip" where 2 mobs are dropped together into the pit, and one will die first. That's not as evenly 50/50 though.
The Cursed Emerald:
What I did is I had a wall between the 2 mobs so the zombies had time to crawl out of the ground. Then when you remove the wall its a fairly even match. That might be why I was getting close to 50/50 odds with that combo.
It does sound like you want the battle done quick, so this approach might not work for you.
NW-DIG3FBD2Q - Part 1 - Initial Attack - (Eligible for daily) Click here to see Video review by @Visigoth18
NW-DNG6BTL9C - Part 2 - Retaliation - (Now daily eligible - thanks for the support everyone)
Thinking more about mosby1's idea I kind of like it - I could setup a hard-guard looping patrol over 1-n easy mob "buckets" and then depending on when a player reached a point, or a dialog option could drop the platform the guards were patrolling. That'd give me a fairly random 1-n. Hmm... more thinking to do. :cool:
Encounter Matrix | Advanced Foundry Topics
I also recall that in one of his tests the mobs actually managed to kill each other, (from the drow's bleed, I suspect), so make sure you take that into account if you're using a combat-based randomizer.
I don't actually need the random element until after PC has completed an initial quest, so I'm going with a single hard mob patrolling above a 40x40 platform divided into quarters by invisible walls containing easy mobs. Easy mobs and patroller spawn immediately, patroller walks a square over pits - once quest is completed, disappears top platform dropping patroller into one of the four pits. This will give me a nice random 1-4.
Encounter Matrix | Advanced Foundry Topics