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CV - All factors explained?

 
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CV - All factors explained? - 12/14/2010 10:03:20 AM   
NavalNewZ


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From 15.6.2 in the manual, information of how CV is determined appear, but many of the details are absent...Is there somewhere that explains the specific numbers involved, or are players expected to figure this stuff out themselves? I mean, how does morale, leaders, fatigue, etc influence this? I know there is a school of thought that prefers to leave some of this unspecified, and the main factors are revealed. But I would like to know what difference all of the factors have. I could just conduct experiments to take educated guesses. Obfuscation like this can lead to cults and mystification...Just curious what people actually know, and are willing to reveal. BTW, really enjoying this game. Easy to get into, but plenty of layers to uncover.

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RE: CV - All factors explained? - 12/14/2010 11:07:28 AM   
karonagames


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Most of the other testers will probably see this subject as a "red rag to a bull" to me, as I spent a lot of time in the development forums discussing this subject for the "Battle Tactics" (p302) guide that I wrote for the manual.

The effects of Morale, Fatigue, leaderships etc. are all explained in the relevant sections of the manual, but the effect of all these gazillion factors only come together when they produce the modified CV. In the end you have to see the modified CV as a "distillation" of all the raw material in the background.

Some people will want to know what Jack Daniels secret recipe is, and others will just want to drink it!

Believe me I tried hard to find out Gary's secret recipe, but I guess I just have to drink it. Sometimes I like the taste, sometimes I don't. Sometimes I get a hangover, sometimes I don't.



< Message edited by BigAnorak -- 12/14/2010 11:24:52 AM >


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RE: CV - All factors explained? - 12/14/2010 11:24:23 AM   
NavalNewZ


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Thanks for the reply The thing about some of this stuff being hidden is that you can conduct experiments. Tedious, but ultimately revealing. Then again, some people end up making wild speculations as to what is going on. For myself, I would prefer the full facts to be revealed, as the current situation leads to dubious speculation/cult followings. Did none of the testers bother to compile a full list of all of these factors? So on what basis do you decide it is appropriate to attack?

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..there seems to be something wrong with our bloody ships today

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RE: CV - All factors explained? - 12/14/2010 11:37:54 AM   
karonagames


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As noted in my guide it is a very long list! The Combat results engine is not like a Boardgame CRT where you know a die roll of "6" at 3:1 odds equals a "Defender eliminated" result, mostly because the 2 numbers that are used to create the odds are dynamically generated, and the initial numbers on the counters can be adjusted by factors that occur during the combat (Air Support, units arrive from reserve etc.)

I think the principle that Gary uses is that in war nothing is certain, and that is why I couldn't come up with a guide that gives a guaranteed win. I did the best I could with the tools I had at the time.

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RE: CV - All factors explained? - 12/14/2010 11:43:51 AM   
NavalNewZ


Posts: 118
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From: New Zealand
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Thanks, again. On with the experiments then...

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..there seems to be something wrong with our bloody ships today

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RE: CV - All factors explained? - 12/14/2010 12:11:29 PM   
elmo3

 

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Good luck.  The formulas have changed countless times over years of development and will almost certainly change again in future updates.

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