DeadInThrench -> RE: Comprehensive Wishlist version 3 (11/3/2007 4:41:09 AM)
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OK, you want some test results?? <g> This started out as a gut feel that an artillery unit in the Italian East Africa scenario was not performing up to the Attack value printed on it's counter (this is JUST about the Attack values printed on the counters), and so I did some testing. What I did, was go into the editor and take the 4th Indian division (also in the Italian East Africa scenario) and strip it's equipment down to 1 truck (had problems testing if I didn't have that 1 truck in there), and then systematically added the various equipment that had AP values (light infantry, engineers, light tanks and jeeps) to see how this increased the Attack value. And what I found, that adding 1 of any of these equipment, got the Attack value up to 1. So, to start, there is an adder of .99 to all Attack values, this apparently so that no scenarios start out with units with values of 0. Then, there was the matter of how much of each type of equipment it would take to increase the Attack value by +1, and this was pretty consistant by unit and the test results here were.... Light Infantry: 30 Engineers: 12 Light Tanks: 20 Jeeps: 20 Again, it took THAT many of each type of equipment there to increase the Attack value by 1 (note that is some cases it was 1 less than the amounts indicated above but, this was the exception and not unexpected, given the situation) Now, the AP values for these units are Light Infantry: 2, Engineers: 5, Light Tanks: 3, Jeeps: 3. So, what we are talking here, is that multiplying the numbers listed above by the AP numbers, all give the same result: 60. So, the formula for Attack value for a unit would be: Attack value = .99 + (sum of (individual equipment strengths X morale)) X scaling factor with the 'individual equipment strengths' being the AP value of each times the number of each. To get to the KEY POINT here, the Attack values are being calculated by straight AP values, with NO adjustment due to the changes that were made in COW, what with bombardment still being handled separately and otherwise as it was previously, but now infantry, motorized, and 'everything else', now having differing shots per round as detailed in the current manual. So, my suggestion was that someone familiar with exactly how combat is resolved in the code, come up with gross multipliers for the each of the differing types of gear (e.g. artillery, infantry, mororized and 'everything else') and put this into the Attack values calculation so that the Attack values are at least reasonable relative to the changes made in COW. I should also say here, that I would prefer .0, .1.... to .9, as Attack values that are less than 1, to the deal of adding .99 to each but, whatever. Now, what I want to say in concluding here is that I realize that you guys gotta do what you gotta do and thus I am not interested in haranguing or anything along those lines. Instead, I am just putting this on the table and what you guys do or don't do, well, that's what you do or don't do. I will however say here that, IMO, this is more along the lines of a request for a fix rather than an enhancement. DiT
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