US87891
Posts: 422
Joined: 1/2/2011 Status: offline
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quote:
ORIGINAL: BBfanboy quote:
ORIGINAL: m10bob IMHO the gun value of a weapon should be determined by known accuracy...ROF...size of charge....penetration...and type of fire direction,and size and number of guns.(Some turrets did not all have the ability to fire in the same direction in a broadside, ala Omaha class). (which might improve with upgrades in game). WITP does not take these things into consideration, but each may be researched for mods. Many of us did the same with Steel Panthers. I disagree with the part about accuracy and rate of fire not being taken into account - those things go into the calculation of hits in the combat portion of the game. The gun value figure is just an indicator, like AV for LCUs, and that value is just a start point for calculations. There would be no way to pre-calculate the values for gun turrets that cannot fire in a given direction and have that apply in instances where that gun turret could fire. For example, in surface combat I have seen instances where only the guns on one side or fore/aft seem to be firing and in other instances the ship has additional firing of guns shown in the animation, confirmed by ammo usage after the battle. The game does not show all the maneuvering during combat but it calculates it in the background. Saw this thread. Thought I would comment to keep this from becoming yet another erroneous urban legend. It is true that ‘Gun Value’ is simply an indicator. The value is not used anywhere else, neither by any combat calculation algorithm nor any other calculation algorithm. It is simply a calculation that is posted to the TF screen so a player may eyeball the “relative” capabilities of various TFs. It is a value that is completely irrelevant to any other part of the game engine. In other words, do not worry about it and do not try to do anything to change it. Modify your data for something that has meaning in an effective algorithm, not for some quantity that is meaningless, unless you wish to corrupt your database for meaningful calculations. Ammo has some basis in reality (at least in DBB). For as many guns as we could find (using NavWeaps), the ammo number is 1/10 of the listed “ammunition stowage per gun”. For AAA autoweaps, this was hard to find, so used what data we could find for the Bofors loadout. Turned out that 1/50 was good and that translated into a sort of standard that had ammo of 36, 24, 18, etc., (adjusted up or down depending on availability of real data), depending on ship size/style. This is sort of what Gary Grigsby used for his original paradigm values, and has the further advantage of being centered within his calculation algorithms. In other words, it works. Matt
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