malvoisin
Posts: 11
Joined: 4/14/2002 Status: offline
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[QUOTE]Originally posted by Joel Billings [B] Of course this assumes we could have understood them a year after they were originally written. :) [/B][/QUOTE] it's always kind of fun when that happens. but instead of the exact formulas would it possible to get info on -how- the numbers increase, what's the marginal cost of one more point, and maybe value thresholds (a fatigue level of x is dangerous!)? the way things stand now (i'll just use fatigue on aircrews as an example) i don't even know if the effects of fatigue are linear (if a fatigue of 2x is twice as bad as a fatigue of x) and at what fatigue value aircrews officially become training drones for the opposition. basically, without knowing the affects of fatigue, i am unable to make a rational decision about what i'm going to do with my planes as i have no way of balancing the opportunity cost of resting with the fatigue cost of mounting operations. an idea just came to mind. maybe in verstion 2.0 or witp, i could get a single number (say a percent rating mission effectiveness) which would be a function of the 'maintenance' variables that affect the odds of success (fatigue, disruption, support, morale, etc.) for a typical mission for that unit. this way i could tell at a glance whether any given unit really should stay home from school that day and take some of the voodoo out of the system (and you wouldn't even have to publish the formulas.) i don't know how possible this is, but it would sure help people (well, me at any rate) make better decisions. thanks for reading and despite my whingeing about this, please be aware that i've done nothing but dork around with the game since i got it on wednesday (or thinking about dorking around with the game when i wasn't.) now if i could only figure out what CV meant...
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