I didn't assume that you only want the difficulty to be lowered across the board.
And I understand your concerns about the strangely high success rate of the single weakest force in the game.
I'm just saying that if autoresolve follows the same internal logic as the RTS part, then we will and should see such things as you are describing (we probably should for balancing reasons alone).
Because in that case (same idea behind RTS AND autoresolve) we have to assume that the battle is resolved by the same process that's behind the RTS part, i.e. building a base and more units - and then such things can and will happen (I know there's no calculation going on internally where that is happening, but wouldn't we have to imagine that this is happening in the game?).
Anyway: the results should be in line whith each other then.
Or the other way around, if I routinely see something like that in the RTS part, why should autoresolve behave differently?
Because, when I play out exactly the same battle as RTS instead of choosing autoresolve, I might very well see just the same results. Simply because it's not that 1 trooper (or the 3 it's representing in RTS) fighting against my 5 hunters (or whatever troops I brought), it's my 5 hunters attacking the enemy base that had already time to produce some more units at the point I reach it.
I'm not saying that I like that idea - only that it would be logical to assume it, because why would those troops face each other directly in autoresolve (and only there), while I have to bother with the whole base-building stuff in RTS?
Last edited by El Zoido; 28/07/13 10:37 PM.