Balance change that would minimize the random factor of monk conversion.
Make the shortest time last longer and the longest time last shortest,
aka the minimum time higher, maximum time lower.
The change could be very small, barely noticeable, yet it would make some specific situations more consistent. Situations such as one monk always managing to convert the knight from 9 range and never converting a scout from 9 range. Makes sense? - makes sense to me.
But then, where would be the point in using several monks on one unit (so you can benefit from the monk with the shortest conversion time). If all monks were equal on every conversion then there would be no point to do that, so the next point that everyone would like to have would be Auto-Convert (e.g. select 10 monks and “patrol” them somewhere, and they would convert anything in the path). Do not see a point in making conversions less random
Oh, in many situations you do want to focus multiple Monks on a single unit (even without Theocracy researched) so that you can get a better chance at a fast conversion. Examples would be if the enemy has a single powerful unit, such as a Mangonel or a Bombard Cannon, that you want to prioritize converting. Or if you’re going to lose the Monks to a few Scouts anyway, you might try to target one of the Scouts to get at least one unit instead of losing all of your Monks for nothing. Deciding between focusing on a single unit and spreading conversion among multiple units is a critical part of Monk micromanagement.
You’re saying that when you put multiple monks on a single enemy unit they should convert faster than normal.
Yes! I agree. The base I relate to here is 1 monk converting 1 enemy unit.
If more monks are converting the same unit the conversion should go faster. Whichever it is the maximum (or as well minimum) conversion time lower.
I think it’s a good idea to make conversion times a bit less random. Statistically it actually shouldn’t change much, since the current system has short and long conversions balancing each other out. But having a more reliable average conversion time allow the player to more strategically decide when to commit to a fight, and when run.
I create a video where I explain with simulations, the ranges and put Excel values of the conversions, the video is in Spanish but I think you can interpret it very well, and is useful for understand this problem https://youtu.be/SGM7MBB2Mts
What if they could make it so that overall conversion times of monks in a game averages to the mean value.
What I mean is, if average of your first three conversions were lower than the average time required for a conversion, the fourth one will require more than average time, thus the new average of four conversions will get closer to overall mean conversion time.