Paul Vebber -> (8/30/2000 10:34:00 PM)
|
I tried to explain this in several threads now. The "hit percentage" is a misnomer when applied to soft targets. This is a "problem" the game has always had. There IS NO "hit or miss" when it comes to infantry - there is only "effect" and "no effect" - scaled between the extremes of "wipe the unit out" and "nothing much happens". Casualties and suppression are the measure of shades of grey in between.
The "firepower" of the weapon is multiplied by the "hit chance" (and modifiers for cover, movement, experience, leader skill, firing, etc) - so a low hit chance is supposed to equal a lower chance for an effect.
EVERY direct fire shot at a unit (or indirect shot in the hex) causes suppression. Even misses at hard targets can cause a point or 2 of suppression. Its meant to be a "continuum of effect" not a black and white "hit or no hit". Again that is an underlying design tenent of the game system! One can argue its validity, but its something too intrinsic to the game to change. Disagreeing with an assumption fundamental to the game is not the same as a "bug".
The CEP for a large caliber direct fire shot at a point target is such that it is rare for the target not be vulnerable to an effect from the shell, the danger zone from such rounds are larger than 1 hex.
So how you define a "hit" is problematic. Is a "hit" a round that destroys the gun outright? (for an AT gun or the like the "to hit" chance is used to see if that happens - which can). Is a hit a shell that lands near enough to suppress the target to a certain degree? Casualties were routinely caused from shrapnel from rounds that land a considerable distance away, yet troops survived shells landing nearly on top of them because of pure luck. So what makes a shot a "hit"?
Yes some geometries mean a shot that is fired up hill and misses, may in reality go flying past into the next county. So one might be able to define what is NOT a hit, but those cases are fairly rare. The game just can't deal with that.
I'm not sure what caused the "always cause 1 casualty" in version 2.3 We have tweaked with the code a lot since then and it doesn't seem to do that anymore.
The hit chance you are shown IS the "final". The problem is that vs infantry the variable should say "effect modifier" or something instead of "hit chance". There is NO "to-hit" roll when atttacking a soft target. That is the misunderstanding. Maybe someday we may make a change to the message reports, but it isn't high on our list.
This is a case, like armor penetration, where the game is doing things that are not easily communicated in the existing message struture. In some cases "messages" orignaly meant for debugging by the design team are left in becasue the playtesters liked them.
I have only seen occasional complaints about the spotting defaults. Actually I get more comments that folks think things are too hard to spot, rather than two easy. It depends alot on your playing skill. As you get better, its probably good to turn it down some to have more of a challange.
We can never please everybody with a single choice of default settings. The defaults are chosen for a combination of playability and realism. We give you the flexibility to configure the game to your liking in a great many areas. If you can find a combination that you think is appropriate, then we have done what we set out to do.
We are limited to MODIFYING the engine that is there, so many of these issues require a different game with a different underlying set of assumptions about things. But that would not be Steel Panthers...
|
|
|
|