ComradeP -> RE: 2.03a Update Feedback (3/18/2014 7:58:30 AM)
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Roughly speaking, how much impact should Readiness have on performance? It isn't uncommon for a unit with very low readiness to fight well. For example, I'm currently trying to remove a Soviet mechanized company from a town. It has 7% readiness and has been taking artillery fire for about 90 minutes or so. I only have tanks in the sector so I keep them at 2 hex range to fire away, thinking that their low readiness would mean they don't return fire much. However, I'm losing several tanks to ATGM's each turn. The performance of the defending unit is better than what I had expected, based on its low readiness. I might either just accept a marginal victory or restart. It is somewhat annoying to more or less lose like this, but I guess that Readiness only has a small impact on overall combat effectiveness, together with morale. As usual, my tanks also insist on engaging the 2 Gremlin team unit first, instead of the unit that is taking out their tanks. Improved targeting priorities would be a nice addition for a future update, as the attacks on small irrelevant units consume ammo and distract units from the real threat. Amusingly, when I put the tanks on screen so they might move by themselves, they decide to stay in the hex and adjust their minimum standoff range accordingly. It's Murphy's Law in motion: when a unit ends its move with Screen near some enemy units, it immediately moves back again. When you want a unit to move, it stays put. The precise "why" remains unclear in both cases. It's difficult to understand how the system works, because of the inconsistent results for similar situations. When units run into the red numbers, they tend to schedule a Resupply mission. However, the Soviet mechanized company is perfectly combat capable and still planning an Assault mission. It's difficult for me to understand why, when the system is supposed to do A (schedule an automatic resupply mission), the system sometimes does B and what I can do to influence that. If the results given by the system are different than the documented sequence of actions it's supposed to take, the results can be annoying instead of fun. Ah well, time for the usual strategy of taking a break for a week or so before going back to FCRS. It's a rough gem, sometimes more rough than gem, sometimes just a gem. At least I was rewarded with a teaser of sorts from an earlier project when the game crashed. [image]http://i.imgur.com/SdTWlxh.jpg[/image]
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