secadegas
Posts: 275
Joined: 5/16/2007 Status: offline
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quote:
ORIGINAL: Curtis Lemay quote:
ORIGINAL: Sekadegas I can't agree more with you. The adjustments are working as designed. The problem is they were clearly overrated. 3.4 RFC adjustments (especially with fortified units / fortified terrain) are the main source of the problem evebody is feeling and not losses settings or unit proficiencies. I appreciate your passion. However, we can't fix anything unless we get the facts right. That's why our tests have to be rigorous. Let me describe my tests a bit more. The test scenario has 10 identical attacks for 16 different terrains and deployments (160 attacks total). I ran 10 trials with each scenario setup, and 5 different versions of the scenario. That's a total of 160 x 50 = 8,000 individual combats - 500 combats of each terrain/deployment type. Each attack was narrowly constrained to limit the number of factors involved to a minimum. That's why I can feel pretty confident in the conclusions I reached. Playtest data are valuable as well, but can never be as rigorous. Too many complex factors are involved in every attack. And players don't diligently record each result. In fact, they tend to get emotionally involved in the results - skewing their observations further. Without rigor, we soon find our selves "proving" cold fusion. Then the next thing you know, you're burning witches at the stake. quote:
This isn't a problem. This is exactly how it should be. But what we have today is opposite to your description. We always had elite units resisting longer and harder and nobody claimed about it. Nowadays we have to stand crappy fortified proficiency units resisting against incredible odds. Or do you think is a nice simulation when i'm defending a town for more that 4 turns with 2 small fortified, red units 1-2 with 5 and 11% proficiency (!!) against 6+ units (5-6) with normal proficiencies between 50 to 65%? If my small units were on defending status (instead of fortified) they would not have a chance no matter if they were on ignore losses or not. If you'll look at my tests, I increased the attacker proficiency from 70 to 100 and the number of retreats increased about 30%. Higher prof attackers do proportionately better. Also, I decreased defender morale from 100% supply & readiness to 1%/33% readiness and retreats increased about two fold. Defender morale definitely affects RFC chances. quote:
That's funny to hear... TOAW always had a "obscure" combat system resolution but it was one of it's "best weapons" allowing the game to be around for so long. The combat resolution always produced sound results. I expect that one of the reasons it has always seemed so "obscure" is because it never considered combat odds in the RFC decision. But I can't say for sure, since I didn't do any legacy tests, because that doesn't get the problem fixed. Regardless of when it happened, my tests show for certain that combat odds don't affect RFC chances. I did tests at 3:1 odds, 10:1 odds, and 30:1 odds. All produced about the same number of RFCs. And, for sure, the combat resolution system was not producing sound results. The whole correction was triggered by a player providing test data (rigorous, by the way) that clearly showed that terrain did not affect RFC chances. So it was as easy to kick a unit out of a Maginot line hex as clear terrain. Rather, I expect that the combination of no terrain effects and no combat odds effects tended to cancel each other enough so that no one could easily spot them during general play. And, my tests show that Fortified terrain/deployment is about 6.3 times as hard to dislodge as clear terrain - all else being equal. I still don't think that's out of line. We just need to get it so that combat odds matter - then you can gang up on that fort enough to clear it faster. Thanks for your reply. I think i'm not wrong remembering you that the Norm's original combat system was based on individual equipment killing individual equipment. Odds did matter, not directly, but in the way of having 100 tanks shooting (and being shoot by) 10 tanks increases the probability of the 10 tanks suffering more losses. You and the team are TOAW's community best (and only) chance to have a better game so i trully hope you're right.
< Message edited by Sekadegas -- 3/19/2012 6:35:36 PM >
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