willgamer
Posts: 902
Joined: 6/2/2002 From: Huntsville, Alabama Status: offline
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quote:
ORIGINAL: Ascended It might seem like a lot of work for nothing, but as pointed out above, in operations historically these are by far the largest kind of influences on the success or failure of operational plans. Not supply (more strategic), not experience levels (often overwhelmed by numbers, quickly), not numerical superiority (tactical hangups 'clog' numerical odds OR neutralize them -- see 6 TC, first two days of Op Mars.), not technology... (terrain mitigates -- again, tactically.) Not sure I buy this rather sweeping generalization. But even if the point is granted, there's are larger problem that puts simulating at Ascended's level for a game scoped at the level of WitE (or any game where the scope of the simulated units is orders of magnitude greater than the desired scope of the simulation variables). This problem cannot be solved by more computing horsepower. The problem is DATA; for starters: detailed, quantative, historically accurate data about every piece of terrain that affects cover and concealment at the tactical level for each particular encounter. If you have to randomly generate this data, then you have only added vast appearance of detail, without adding accuracy in the least. The scope of the data needs to be appropriate to the scope of the simulation. Then combat resolution algorithms can incorporate Murphy's Law to represent unusual events at lower levels of combat within overall statistically valid results. It is impossible (due to the passage of time alone) the gather vast quanties of accurate low level data for a high level simulation.
< Message edited by willgamer -- 12/7/2010 5:54:14 PM >
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Rex Lex or Lex Rex?
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