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AIO CV - FTR - 3/8/2021 1:56:32 PM   
npilgaard

 

Posts: 175
Joined: 5/3/2006
Status: offline
Great news on the work on the AIO!
(Must be more fun to do than just hunting down bugs )

The FTR CV looks good, well balanced. A few comments:

quote:

--------------------------------
utFighter: // FTR2 or FTR3.

Is the cost of the FTR taken into consideration? The FTR3 will likely end up with a higher CV than FTR2, but also be more expensive (this has no impact on combat value, of course, but is important on build).
quote:


begin
AU := TAirUnit(U);

Result := (AU.AirAir * 2) +
AU.Tactical +
(AU.Strategic * 0.5) +
(AU.AirSea * 0.5) +
AU.Range;
// ****************************************************************************
// Range bonus for flying a naval air mission.
// ****************************************************************************
if AU.Range > 10 then Result := Result + 3
else if AU.Range > 6 then Result := Result + 2
else if AU.Range > 3 then Result := Result + 1;

It is of course a matter of how complex this calculation can be made, but a few things to consider could perhaps be:
- the range/naval air worth varies substantially by power, i.e. for the naval powers it is significantly more important than for e.g. the USSR.
- and also, it varies by overall strategy of the power, e.g. if Germany aims for Sea Lion it is important to protect the transports and naval air range means a lot, but if it is all eastern front, then intercept range is of course important (but taken care of below), while naval range is not.
- I am not sure how great an effect it has (if any), but just in case : the CV increase here are absolute (+1/+2/+3 - although based on range) while the increases above depends directly on the AA-value etc. of the FTR, which tends to increase during the game. I.e. a starting FTR might have an AA value of 4 (or even 3), resulting in a CV bonus of +8, while a late war FTR might have a value of 8, resulting in +16, meaning the naval bonus will have a smaller relative impact.
quote:


// ****************************************************************************
// Range bonus for flying an interception mission.
// ****************************************************************************
InterceptRange := (AU.Range + 1) div 2; // Fractional part truncated by div.
Result := Result + InterceptRange;
// ****************************************************************************
// Range bonus for flying a naval air support mission.
// ****************************************************************************
NavalAirSupportRange := InterceptRange;

if NavalAirSupportRange > 10 then Result := Result + 3
else if NavalAirSupportRange > 6 then Result := Result + 2
else if NavalAirSupportRange > 3 then Result := Result + 1;
// ****************************************************************************
// Additional effects when using optional rules.
// ****************************************************************************
if OptRules.TwinEnginedFighters and AU.TwinEngine then
Result := Result - 1;

if OptRules.NightMissions and AU.Night then
Result := Result + 0.5;

if OptRules.TankBusters and AU.TankBuster then
Result := Result + (AU.Tactical * 0.5); // Half again.
end;

-----------------------------------------------

Tank buster CV bonus might be a bit low (I find them very valuable cracking the German ARM lines of Europe in the late war) - but again, it depends on the strategic situation and frequency of enemy ARMs, and is probably difficult to take into account.

_____________________________

Regards
Nikolaj
Post #: 1
RE: AIO CV - FTR - 3/8/2021 8:38:52 PM   
npilgaard

 

Posts: 175
Joined: 5/3/2006
Status: offline
CV for land units looks good as well

quote:


Result := LU.Combat + ((LU.Move - 4.0) * 0.5) + 1; // Motorized + 1.
(...)
Result := LU.Combat + ((LU.Move - 4.0) * 0.5) + 2.0 ; // Mechanized + 2.
(...)
Result := LU.Combat + ((LU.Move - 4.0) * 0.5) + 3.0; // Armor + 3.

Here it is quite important whether the 2D10 CRT is used or not. If it is, MECH and ARM are much more powerful than MOT (and more powerful in general - they should probably both get a further +1 when 2D10 is used).
In general, I am not too fond of MOT, compared to INF (they are more expensive, usually only slightly better combat value and perhaps 1 more MVP, uses oil - only advantage is advance on breakthrough, but in my experience this seldom happens). All in all, perhaps don't give MOT the +1 (their slightly better attack and move is already incorporated into the CV, even without the +1 bonus)
quote:


// ****************************************************************************
// Cavalry units have movement values of either 4 or 5. Being able to move 5
// means that they can enter adjacent swamp hexes without becoming disorganized.
// ****************************************************************************
if LU.Move = 5 then Result := Result + 2.0;

Nice catch
quote:


utMarine:
begin
LU := TLandUnit(U);
Result := (LU.Combat * 2) + ((LU.Move - 4.0) * 0.5); // Marine doubled.

The worth of the special units such as PARA and MAR is very much conditional. If focus is on Barbarossa, the German MAR is only marginally more useful than an INF (and often not worth the extra cost - unless some cunning use of the MAR is planned ). Otoh, the US MARs are some of the most important land units in the Pacific in the later part of the game.
But again, perhaps things get to complex if such considerations are to be taken into account when calculating CV...

_____________________________

Regards
Nikolaj

(in reply to npilgaard)
Post #: 2
RE: AIO CV - FTR - 3/21/2021 3:53:27 AM   
Shannon V. OKeets

 

Posts: 22095
Joined: 5/19/2005
From: Honolulu, Hawaii
Status: offline

quote:

ORIGINAL: npilgaard

Great news on the work on the AIO!
(Must be more fun to do than just hunting down bugs )

The FTR CV looks good, well balanced. A few comments:

quote:

--------------------------------
utFighter: // FTR2 or FTR3.

Is the cost of the FTR taken into consideration? The FTR3 will likely end up with a higher CV than FTR2, but also be more expensive (this has no impact on combat value, of course, but is important on build).
quote:


begin
AU := TAirUnit(U);

Result := (AU.AirAir * 2) +
AU.Tactical +
(AU.Strategic * 0.5) +
(AU.AirSea * 0.5) +
AU.Range;
// ****************************************************************************
// Range bonus for flying a naval air mission.
// ****************************************************************************
if AU.Range > 10 then Result := Result + 3
else if AU.Range > 6 then Result := Result + 2
else if AU.Range > 3 then Result := Result + 1;

It is of course a matter of how complex this calculation can be made, but a few things to consider could perhaps be:
- the range/naval air worth varies substantially by power, i.e. for the naval powers it is significantly more important than for e.g. the USSR.
- and also, it varies by overall strategy of the power, e.g. if Germany aims for Sea Lion it is important to protect the transports and naval air range means a lot, but if it is all eastern front, then intercept range is of course important (but taken care of below), while naval range is not.
- I am not sure how great an effect it has (if any), but just in case : the CV increase here are absolute (+1/+2/+3 - although based on range) while the increases above depends directly on the AA-value etc. of the FTR, which tends to increase during the game. I.e. a starting FTR might have an AA value of 4 (or even 3), resulting in a CV bonus of +8, while a late war FTR might have a value of 8, resulting in +16, meaning the naval bonus will have a smaller relative impact.
quote:


// ****************************************************************************
// Range bonus for flying an interception mission.
// ****************************************************************************
InterceptRange := (AU.Range + 1) div 2; // Fractional part truncated by div.
Result := Result + InterceptRange;
// ****************************************************************************
// Range bonus for flying a naval air support mission.
// ****************************************************************************
NavalAirSupportRange := InterceptRange;

if NavalAirSupportRange > 10 then Result := Result + 3
else if NavalAirSupportRange > 6 then Result := Result + 2
else if NavalAirSupportRange > 3 then Result := Result + 1;
// ****************************************************************************
// Additional effects when using optional rules.
// ****************************************************************************
if OptRules.TwinEnginedFighters and AU.TwinEngine then
Result := Result - 1;

if OptRules.NightMissions and AU.Night then
Result := Result + 0.5;

if OptRules.TankBusters and AU.TankBuster then
Result := Result + (AU.Tactical * 0.5); // Half again.
end;

-----------------------------------------------

Tank buster CV bonus might be a bit low (I find them very valuable cracking the German ARM lines of Europe in the late war) - but again, it depends on the strategic situation and frequency of enemy ARMs, and is probably difficult to take into account.

Thank you for your observations. I have to think about them some more.

In general, I want the 'absolute' CV to NOT take into consideration the controlling major power, the likely use of the unit, or the situation.

When deciding whether to fly a fighter or not, then the air mission will definitely affect the worth of the fighter. If a unit has to be cleared through, aborted, or destroyed, then the situation on the map will obviously be of major importance.

Where I see absolute CV to be useful is in assessing the relative strength of opposing forces along a front line or in a Land Region, Sea Area, etc. What I need the AIO to be able to decide is whether it is on the attack, on the defense, or somewhere in-between.

_____________________________

Steve

Perfection is an elusive goal.

(in reply to npilgaard)
Post #: 3
RE: AIO CV - FTR - 3/21/2021 3:59:57 AM   
Shannon V. OKeets

 

Posts: 22095
Joined: 5/19/2005
From: Honolulu, Hawaii
Status: offline
quote:

ORIGINAL: npilgaard

CV for land units looks good as well

quote:


Result := LU.Combat + ((LU.Move - 4.0) * 0.5) + 1; // Motorized + 1.
(...)
Result := LU.Combat + ((LU.Move - 4.0) * 0.5) + 2.0 ; // Mechanized + 2.
(...)
Result := LU.Combat + ((LU.Move - 4.0) * 0.5) + 3.0; // Armor + 3.

Here it is quite important whether the 2D10 CRT is used or not. If it is, MECH and ARM are much more powerful than MOT (and more powerful in general - they should probably both get a further +1 when 2D10 is used).
In general, I am not too fond of MOT, compared to INF (they are more expensive, usually only slightly better combat value and perhaps 1 more MVP, uses oil - only advantage is advance on breakthrough, but in my experience this seldom happens). All in all, perhaps don't give MOT the +1 (their slightly better attack and move is already incorporated into the CV, even without the +1 bonus)
quote:


// ****************************************************************************
// Cavalry units have movement values of either 4 or 5. Being able to move 5
// means that they can enter adjacent swamp hexes without becoming disorganized.
// ****************************************************************************
if LU.Move = 5 then Result := Result + 2.0;

Nice catch
quote:


utMarine:
begin
LU := TLandUnit(U);
Result := (LU.Combat * 2) + ((LU.Move - 4.0) * 0.5); // Marine doubled.

The worth of the special units such as PARA and MAR is very much conditional. If focus is on Barbarossa, the German MAR is only marginally more useful than an INF (and often not worth the extra cost - unless some cunning use of the MAR is planned ). Otoh, the US MARs are some of the most important land units in the Pacific in the later part of the game.
But again, perhaps things get to complex if such considerations are to be taken into account when calculating CV...

Marines have a bunch of other capabilities (e.g., fighting in jungle, being able to cross all sea hexsides) that induced me to double their combat value - even though it is only truly doubled when invading.

===

I increased the value of mech and armor last week, for much of the same reasons you gave.

utMotorized:
begin
LU := TLandUnit(U);
Result := LU.Combat + ((LU.Move - 4.0) * 0.5) + 1; // Motorized + 1.
// ****************************************************************************
// When playing with the Amphibious rules, motorized units can be more readily
// transported by sea than mechanized and armor units. The last two cannot use
// amphibious units. Motorized can also invade from amphibious units.
// ****************************************************************************
if OptRules.AmphibiousRules then Result := Result + 1;
// ****************************************************************************
// When playing with the Queens rules, motorized units can be transported by the
// Queens, while mechanized and armor units cannot.
// ****************************************************************************
if OptRules.Queens and (LU.Side = sdAllied) then Result := Result + 0.5;

if LU.Small then Result := Result - 1.0
// ****************************************************************************
// Corps sized German SS units have a garrison value of 2.
// ****************************************************************************
else if LU.Country = GermanSS.ID then Result := Result + 1.0;
// ****************************************************************************
// Add bonus for elite units.
// ****************************************************************************
if LU.Elite then Result := Result + 2;
// ****************************************************************************
// Add bonus for winterized units (e.g., Finnish, Swedish, Norwegian, Russian).
// ****************************************************************************
if LU.SnowUnit then Result := Result + 2;
end;

utMechanized:
begin
LU := TLandUnit(U);
Result := LU.Combat + ((LU.Move - 4.0) * 0.5) + 3.0 ; // Mechanized + 3.

if LU.Small then Result := Result - 1.0
// ****************************************************************************
// Add bonus for elite units.
// ****************************************************************************
else if LU.Elite then Result := Result + 2;
// ****************************************************************************
// Add bonus for winterized units.
// ****************************************************************************
if LU.SnowUnit then Result := Result + 2;
end;

utArmor:
begin
LU := TLandUnit(U);
Result := LU.Combat + ((LU.Move - 4.0) * 0.5) + 4.0; // Armor + 4.

if LU.Small then Result := Result - 1.0
// ****************************************************************************
// Add bonus for elite units.
// ****************************************************************************
else if LU.Elite then Result := Result + 2;
// ****************************************************************************
// Add bonus for winterized units.
// ****************************************************************************
if LU.SnowUnit then Result := Result + 2;
end;




EDIT:

About the Motorized, I had the same opinion of them you stated but I have come to realize that their ability to be transported by AMPH (and invade) and the Queens is quite useful at times. They can also break down into two motorized divisions.

< Message edited by Shannon V. OKeets -- 3/21/2021 4:03:05 AM >


_____________________________

Steve

Perfection is an elusive goal.

(in reply to npilgaard)
Post #: 4
RE: AIO CV - FTR - 3/26/2021 10:29:15 PM   
npilgaard

 

Posts: 175
Joined: 5/3/2006
Status: offline
quote:

Thank you for your observations.

Thanks, np :)

quote:


In general, I want the 'absolute' CV to NOT take into consideration the controlling major power, the likely use of the unit, or the situation.

When deciding whether to fly a fighter or not, then the air mission will definitely affect the worth of the fighter. If a unit has to be cleared through, aborted, or destroyed, then the situation on the map will obviously be of major importance.

Where I see absolute CV to be useful is in assessing the relative strength of opposing forces along a front line or in a Land Region, Sea Area, etc. What I need the AIO to be able to decide is whether it is on the attack, on the defense, or somewhere in-between.

Ah yes, I see the point with the absolute CV then :)

quote:


Marines have a bunch of other capabilities (e.g., fighting in jungle, being able to cross all sea hexsides) that induced me to double their combat value - even though it is only truly doubled when invading.

I fully agree - I didn't mean that their CV bonus should be reduced, it was just another comment regarding 'non-absolute' conditions :)

quote:


About the Motorized, I had the same opinion of them you stated but I have come to realize that their ability to be transported by AMPH (and invade) and the Queens is quite useful at times. They can also break down into two motorized divisions.

if OptRules.AmphibiousRules then Result := Result + 1;
if OptRules.Queens and (LU.Side = sdAllied) then Result := Result + 0.5;

Yes, that is true. INF should have those bonuses as well, then, I guess (it has been several years since I last played WiF, though, so I don't remember the details on the amphibious rules vs. regular TRSs, so I won't tule out that MOT actually might be better than INF in that respect afterall :) )

_____________________________

Regards
Nikolaj

(in reply to Shannon V. OKeets)
Post #: 5
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