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Effectiveness recovery - 1/16/2020 10:34:13 PM   
dplummer

 

Posts: 43
Joined: 1/6/2008
Status: offline
Not sure I understand effectiveness recovery.

From page 67 in manual

Effectiveness Recovery – Map supply levels increase the
effectiveness recovery of a unit. Headquarters also increase the
effectiveness recovery of a unit. The base recovery is 6%. Each
map supply level adds 2% recovery. A unit within the range of a
headquarters adds another 4% to its recovery. Using a supply truck,
beachhead, or air transport supply option on a unit gains a base
recovery of 6% and +1 unit supply. A maximum of 34% effectiveness
may be recovered per turn. A unit can benefit from only one HQ
per turn.

But as test have German unit with 96% effectiveness in Dusseldorff supply = 9 and next to an HQ. Weather is clear. Do nothing at all for turn and effectiveness only increased to 98%.

Shouldn't increase have been to 100$ (6% for base + 18% for supply + 4% for HQ = 28%.

Had to sit for a turn in invasion of France due to heavy rain and realized that my units saw almost no effectiveness increase.

Thanks.




Post #: 1
RE: Effectiveness recovery - 1/16/2020 10:44:36 PM   
AlbertN

 

Posts: 3693
Joined: 10/5/2010
From: Italy
Status: offline
The gimmick is that it only recovers in proportion of what is missing of its Efficiency.
So pratically at 96% it is short of 4% to 100%.

In Dusseldorf it recovers 30 technically (Being a Supply City it is worth 10*2, 9 is rail), 6 and 4 you nailed it.
So it recovers 4% of 30, which is 1.2 in fact.

I believe there can be some rounding there or fractions which are not perceivable - but I personally deem the system very iffy as makes the recovery marginal for units which are already in good state of Efficiency and would change it.

(in reply to dplummer)
Post #: 2
RE: Effectiveness recovery - 1/16/2020 10:45:04 PM   
Michael T


Posts: 4443
Joined: 10/22/2006
From: Queensland, Australia.
Status: offline
If you search this forum you should find a thread about it. It's explained in it.

_____________________________


(in reply to dplummer)
Post #: 3
RE: Effectiveness recovery - 1/17/2020 1:42:31 AM   
dplummer

 

Posts: 43
Joined: 1/6/2008
Status: offline
Thanks, didn't get that from the manual.

Feels like there should be a minimum gain applied, not simply a percentage of the amount to be gained.

If effectiveness = 50% and get 30% gain that 50*.3 = 15 gain.

But if effectiveness = 89 you only get 11*.3 = 4 gain (assume always rounding up).

Unless using trucks it will take 8 turns (16 weeks) of doing nothing to return a 50% effective unit to 100%.

Maybe minimum gain % of the hex supply + HQ factor if one in range IF not in ZOC. If in ZOC than just use current calcs.

Would encourage having troops out of the line and within range of an HQ to get them to recover markedly quicker.


(in reply to Michael T)
Post #: 4
RE: Effectiveness recovery - 1/17/2020 9:51:04 AM   
tigercub


Posts: 2004
Joined: 2/3/2003
From: brisbane oz
Status: offline
is there any benefits to giving a HQ truck supply when the HQ is 100% does it help other units under it command range?

_____________________________


You have enemies? Good. That means you've stood up for something, sometime in your life

(in reply to dplummer)
Post #: 5
RE: Effectiveness recovery - 1/17/2020 3:46:40 PM   
AlvaroSousa


Posts: 9927
Joined: 7/29/2013
Status: offline

quote:

ORIGINAL: tigercub

is there any benefits to giving a HQ truck supply when the HQ is 100% does it help other units under it command range?


No unless you are desperate and it is defending a hex by itself.

_____________________________

Creator Kraken Studios
- WarPlan
- WarPlan Pacific

Designer Strategic Command
- Brute Force (mod) SC2
- Assault on Communism SC2
- Assault on Democracy SC2
- Map Image Importer SC3

(in reply to tigercub)
Post #: 6
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