Bombing Supply

Share your gameplay tips, secret tactics and fabulous strategies with fellow gamers.

Moderators: wdolson, Don Bowen, mogami

Post Reply
User avatar
John 3rd
Posts: 17525
Joined: Thu Sep 08, 2005 5:03 pm
Location: La Salle, Colorado

Bombing Supply

Post by John 3rd »

In our assault upon Bombay, Brad and I want to know just what damage is done when you score a supply hit? Is that 1,000 supply or 1% of the supply stock in that hex? Anybody know how that works?

Thanks!
Image

Member: Treaty, Reluctant Admiral and Between the Storms Mod Team.
User avatar
2ndACR
Posts: 5524
Joined: Sun Aug 31, 2003 7:32 am
Location: Irving,Tx

RE: Bombing Supply

Post by 2ndACR »

Bsaically 1% of the suppy at the base.......1st bomb hit does 1% damage, 2nd does 1% damage of the left over and so on.
 
Do 11+ supply hits and they took a big loss in supply.
herwin
Posts: 6047
Joined: Thu May 27, 2004 9:20 pm
Location: Sunderland, UK
Contact:

RE: Bombing Supply

Post by herwin »

ORIGINAL: 2ndACR

Bsaically 1% of the suppy at the base.......1st bomb hit does 1% damage, 2nd does 1% damage of the left over and so on.

Do 11+ supply hits and they took a big loss in supply.

Another place where they got it badly wrong. The game engine assumes the supply is stacked up in a single target zone and then applies a cookie-cutter. In reality, it gets spread out to create a constant target density (except on atolls and other small islands where there is limited storage space).
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
User avatar
Nikademus
Posts: 22517
Joined: Sat May 27, 2000 8:00 am
Location: Alien spacecraft

RE: Bombing Supply

Post by Nikademus »

[8|]
User avatar
rtrapasso
Posts: 22653
Joined: Tue Sep 03, 2002 4:31 am

RE: Bombing Supply

Post by rtrapasso »

ORIGINAL: herwin

ORIGINAL: 2ndACR

Bsaically 1% of the suppy at the base.......1st bomb hit does 1% damage, 2nd does 1% damage of the left over and so on.

Do 11+ supply hits and they took a big loss in supply.

Another place where they got it badly wrong. The game engine assumes the supply is stacked up in a single target zone and then applies a cookie-cutter. In reality, it gets spread out to create a constant target density (except on atolls and other small islands where there is limited storage space).
Repeat to yourself: "It's a game, not a simulation" x 10000...

Then do again as necessary.
User avatar
witpqs
Posts: 26376
Joined: Mon Oct 04, 2004 7:48 pm
Location: Argleton

RE: Bombing Supply

Post by witpqs »

Well, Bob, I know that. But I would love it to be a fairly accurate simulation that had the playability of a game. So Harry isn't the only one...

[Ducks and heads for the door at a run!]

User avatar
Nikademus
Posts: 22517
Joined: Sat May 27, 2000 8:00 am
Location: Alien spacecraft

RE: Bombing Supply

Post by Nikademus »

and people , mostly on a volunteer basis, are working to fullfill your desire. Its a hard task however. Its much easier to talk vs. do.
User avatar
rtrapasso
Posts: 22653
Joined: Tue Sep 03, 2002 4:31 am

RE: Bombing Supply

Post by rtrapasso »

ORIGINAL: Nikademus

and people , mostly on a volunteer basis, are working to fullfill your desire. Its a hard task however. Its much easier to talk vs. do.

and despite our wishes (at least mine) it will remain a game and not a simulation.

It's been almost 2 years in getting an expansion of WITP out... Perhaps in 50 or 100 years (if there is still a civilization around that uses computers) we may get something that approaches the desires of players... then it will be old hat and folks will have moved on. [:D]
User avatar
witpqs
Posts: 26376
Joined: Mon Oct 04, 2004 7:48 pm
Location: Argleton

RE: Bombing Supply

Post by witpqs »

I have it on good authority that we will all be sitting around freezing on a glacier without lighting a fire so as to comply with global warming regulations. [:'(]

WITP will be played with slide rules and dice. [:D]
User avatar
Nikademus
Posts: 22517
Joined: Sat May 27, 2000 8:00 am
Location: Alien spacecraft

RE: Bombing Supply

Post by Nikademus »

untrue!

you'll be playing WitP on Xbox.

[:D]
herwin
Posts: 6047
Joined: Thu May 27, 2004 9:20 pm
Location: Sunderland, UK
Contact:

RE: Bombing Supply

Post by herwin »

ORIGINAL: rtrapasso

ORIGINAL: herwin

ORIGINAL: 2ndACR

Bsaically 1% of the suppy at the base.......1st bomb hit does 1% damage, 2nd does 1% damage of the left over and so on.

Do 11+ supply hits and they took a big loss in supply.

Another place where they got it badly wrong. The game engine assumes the supply is stacked up in a single target zone and then applies a cookie-cutter. In reality, it gets spread out to create a constant target density (except on atolls and other small islands where there is limited storage space).
Repeat to yourself: "It's a game, not a simulation" x 10000...

Then do again as necessary.

Mutter, mutter...
Harry Erwin
"For a number to make sense in the game, someone has to calibrate it and program code. There are too many significant numbers that behave non-linearly to expect that. It's just a game. Enjoy it." herwin@btinternet.com
Oldguard1970
Posts: 578
Joined: Wed Jul 19, 2006 6:49 pm
Location: Hiawassee, GA

RE: Bombing Supply

Post by Oldguard1970 »


herwin wrote:

Another place where they got it badly wrong. The game engine assumes the supply is stacked up in a single target zone and then applies a cookie-cutter. In reality, it gets spread out to create a constant target density (except on atolls and other small islands where there is limited storage space).

Weeelll... in this case I think the game does a fine job of abstractly representing reality. First, a bomb or shell might not hit any supply at all. (The game recreates that.) In real life, shells or bombs hitting supply points won't blow the heck out of everything. They wreck the stuff in the blast zone, less the effect of revetments and terrain, plus the effects of any secondary explosions. Oh yeah... there is a bunch of luck involved, too. (Game designer Goldilocks says: Easy... just assume each hit destroys one percent of what could have been destroyed. That will be too much for some real hits, and too little for others, but one percent is "just right" for the game. Besides, it is something the coders can do in their sleep.)

It works for me.


"Rangers Lead the Way!"
Post Reply

Return to “The War Room”