I apologize in advance for my English.I'll try to explain my problem. I am working on new version of the Risk game. I want to change the attacking algorithm to make it more similar to real life war. The sides which have more armies must have the advantage over the weaker side.
These are the original board game's rules below from Wikipedia:
Example of matching up attacking (red) and defending (white) dice; in this case the attacker has won the battle. When it's a player's turn to attack, he or she can only attack territories that are adjacent or connected by a sea-lane to his or her own territory. A battle's outcome is decided by rolling dice. The attacking player attacks with one, two, or three armies, rolling a corresponding one, two or three dice. At least one army must remain behind in the attacking territory not involved in the attack, as a territory may never be left unoccupied. Before the attacker rolls, the defender must choose to resist the attack with either one or two armies (using at most the number of armies currently occupying the defended territory) by rolling one or two die. Each player's highest die are compared, as are their second-highest die (if both players roll more than one). In each comparison, the highest number wins. The defender wins in the event of a tie. With each dice comparison, the loser removes one army from his territory from the game board. Any extra dice are disregarded and do not affect the results.
I think these rules are not very good for real life situations because we know from history that large number of armies have an advantage over the weaker side. I have to create the right balance between the two sides during the war.
Currently I am using the following algorithm
army1 = random.Next(1, 20 + (numberOfSolidersArmy1 / 5));
army2 = random.Next(1, 20 + (numberOfSolidersArmy2 / 5));
Then I am comparing army1 and army2 and decrease the number of soldiers by one of the smaller number's side.
What are your suggestions for a better algorithm?