Paul Vebber -> (5/18/2000 11:20:00 PM)
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While its not accounting for weakness in "IGO/UGO per se (though OPfire seems to be ignored by the comment...) It is more trying to gauge overall battle results to game results. In human vs human play, it takes a while to kill off the enemy;s tank force.
Games that use 1 minute timeslices are wonderful for small gropups of units that could closely coordinate their movements, but its assumptions about command control don't scale well into the Btn and Regmt sized games. The fact that a force can do something in one minute, doesn't mean you can scale that to all the force doing things in parallel, EVERY minute. It tends to have a more "realistic" feel at the tank on tank engagement level, but breaks down in that game time and real time for largere battles don't correlate well. You can "do to much too quickly" in many cases.
A 30 turn SP:WaW game represents 1-2 hours of real time, thats equivalent to 60-120 turns of CM. So the games are much diffent in scope and scale! A much bigger factor than IGO/UGO vs plotted si move (which essentially relies on the "AI" to do "opfire" for BOTH sides turning resolution (though its cued beforehand by the player) the lack of this cuing is the deficiency in SP:WaW, more than its IGO/UGO nature...
I think its also that SP:WaW emphaises soft factors - like experience, the TC's command rating, and suppression than CM seems to. There is this amazing stress that having someone actually trying to kill you creates, that is difficult to account for with book and even training ground numbers.
For example the "training ground" hit chance of a slowing moving tank at 500m from a stationary one might be 90% (the speed across your LOS is the real variable, but we have a hard time computing that so its "fudged") but lets say the "penalty" for being "shot at" is a 40% reducton (in the game its based on suppression and experience) and the penalty for failing an experience check (correct target acquisition ID, and deconflicting with other shooters correctly)is another 40% (these numbers are illustrative and don't correspnd to what happens in the game which would take several pages to chart out. There are penalties for failing experience checks just like there are bonuses for passing "leader "skill" checks) and lets say the chance of The enmy "anticipating" you shot and "manuvering within the hex" to spoil your shot is 30% (basd on his experience) well consider those all as "conditional probabilities" for hitting and you get .9*.6*.6*.7 =23% chance to hit. Aadd more evasive tager manuever, battlefield confusin, shooter movement, and its not hard to see "common" hit chances in the 10-30% range - especially out at 1000 or 1500 yards.
Try setting up the "shooting gallery" I suggested earlier to see what I mean. I tank that is not spotted with no suppression, firing a a slowly moving ennemy can have VERY hig hit chances. Once he starts getting shot at, the pucker factor goes up and things are much less certain.
We can only do so much with the old girl :-)
As I said on the usenet, that the question of comparison with a brand new game that is YEARS in the making, is flattering to the team :-), but not going to be resolvable...its Coke or Pepsi, no matter what, some folks will like one and not the other...its just personal taste...!
You folks will have to explore teh subleties for yourselves and teh bottom line is, if you don;t think the "setpoint" is quite right for hitting...crank it up or down with the hitting preference! Same with tank toughness!
Paul
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