Comprehensive Wishlist

Post discussions and advice on TOAW scenario design here.

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Curtis Lemay
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RE: Comprehensive Wishlist

Post by Curtis Lemay »

ORIGINAL: damezzi

That`s why I used the word flat. Ok, open terrain in the game is generic, so we can`t know how exactly the topography is, but for sure units were able to spot other units once in a while in distances much greater than 2.5 km, even in hilly terrain, mainly when moving, and in the game, even when moving, those units won`t be seen by the enemy. You just can move around back and forth in a desert plain and don`t be spotted.

Spotting is dependent upon the type of terrain the unit is in. Perhaps if we ever implement the "Steppe" tile, there might be an even greater chance of spotting units in it. I had always thought that units that had moved were more likely to be spotted, but that's not mentioned in the manual, so perhaps that needs to be added. Personnally, I've always boosted the Theater Recon for both sides when doing a desert topic.
Perhaps a simplified line of sight... not cumulative, using only the most obstructive terrain type on the path between units. And, if that is expensive in computational terms, just give the player the option to check for enemies using a specific unit and some MPs (for detachments going to the higher spots, etc). Ok, this seems too complicated for a patch, but maybe there is another solution. The fact is that it`s weird to come suddenly across a unit in a desert plain, mainly when this unit has recently moved to a near position.

Line-of-sight requires elevations. That's different from terrain type. TOAW is not designed for that, and adding it would be a huge change.

One thing that might be useful would be the ability to vary the radius that a peak reveals. Currently it's fixed at 40km. If that was settable for each peak in the editor (default = 40km), designers could make more use of them.
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RE: Comprehensive Wishlist

Post by damezzi »

ORIGINAL: Curtis Lemay
Line-of-sight requires elevations. That's different from terrain type. TOAW is not designed for that, and adding it would be a huge change.

I thought about a much simpler solution; no need for elevation. Elavation would already slip to the tactical scope. Toaw doesn`t use a precise representation of space, but one based on average, which is associated with probabilities of allowing a specific event to happen.

Let's consider the following path between two units: 1,0 2,0 3,0 4,0 5,0 6,0. A friendly unit is in 1,0 and a enemy one is in 6,0.
If any of those hexes (3,0 4,0 5,0 or 6,0... 2,0 excluded) contained a terrain like mountains, dense jungle, dense urban etc, line of sight would be blocked and the enemy unit wouldn`t be seen.
For terrain type like hills, badlands, dunes etc, some chance of spotting an enemy unit would be attributed. Let`s say 50% for hills (that`s arbitrary, just for use in this example). If any of those intermediary hexes contained hills and this was the most restrictive hex, We would use 50% as the base number and a formula such as: (50 * m)/[(n° of hexes - 1) * scenario scale], where m is a multiplier to define the drop rate in visibility (if 1.25, for example, visibility would drop by half each 2.5 km from the initial base value). Always the most restrictive terrain type between units would be used to define the base, independently of what was contained in the other hexes. Perhaps, any other restrictive hex could signify a reduction on this base. Let's say a crop terrain was in the front of the hills and the value attributed to crop was 80%; then we could subtract 10%(half of 20) from the 50% base on the formula.
The adjacent hex (2,0) would be treated exactly as it is on the actual model.
There is a problem to this solution, which is: sometimes the line between units will pass exactly between two hexes, and using both hexes in this case would usually make such a line more restrictive. Well, but that's just the sketch of a solution.
I done know the kind of problem one would face to trace all the paths between units, but if that is expensive or difficult to implement, one could always use a spot units command costing some MPs as I suggested in the post above.
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RE: Comprehensive Wishlist

Post by Curtis Lemay »

ORIGINAL: rhinobones

Would like to see a designer setting for “Retreat” and “Reorganization”. The existing propensity to retreat or go into reorganization would a default value of 5 and it would be adjustable by the designer from “1” all the time, to “10” never. The setting mechanics would be similar to what we already have for Attrition Divider.

I would think that should be a Force parameter, instead of like the AD. (The AD affects both sides.) So the Japs would be less likely to retreat than the Dutch, etc.
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RE: Comprehensive Wishlist

Post by Curtis Lemay »

ORIGINAL: damezzi

I thought about a much simpler solution...

Didn't sound that simple. That would be a lot of effort to get an effect that's about as random and arbitrary as now (since you still don't model elevations). I still think that in most cases, operational scale units shouldn't detect enemy units beyond the operational hex-scale - that means adjacent. And that method would not give the designer any choice about it.

I think my mod of the peak hex would be best - the designer would control whether the location should have sight beyond adjacent - and how far beyond. Lots simpler, too. In effect, the peak hex is the only modeling of elevations that TOAW does - let's just expand on that.
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RE: Comprehensive Wishlist

Post by damezzi »

ORIGINAL: Curtis Lemay

Didn't sound that simple. That would be a lot of effort to get an effect that's about as random and arbitrary as now (since you still don't model elevations).

When I said simple, I wasn`t trying to compete with your idea; I meant simpler than having to simulate elevation.
I have to disagree that it would be as arbitrary as now. I don't know if I expressed myself clearly, but the formula by itself shows that a unit having 3 open hexes between itself and the enemy would have a greater chance of seeing the enemy than a unit which had a hill hex on the middle. If a mountain hex was present, sight would be blocked. It's logic and straightforward, even if not simple to program and I'm not discussing this merit, since I'm not a programmer.
I don't really see the need to simulate elevation here. When the game gives an advantage to the defender on a badland tile, for instance, it's not simulating each element of cover for the defender or each obstacle to the attacker; it's based on an average. The same principle can be used to line of sight. How far can one see across a dune terrain? across badlands? across light woods? This will depend if you're on a higher spot even if in the same kind of terrain as your enemy, if you're looking across a valley, etc. The same principle is used to define the chance of hitting of a anti-armor weapon. Toaw is all based on average and an average chance of spotting an enemy on a specific kind of terrain can be used. It will be as arbitrary as the chance off hitting for anti-armor based on visibility is at the moment and that is not bad for the scale of Toaw. And the designer could have control simply by changing the 'm' variable of the formula, for example.
I still think that in most cases, operational scale units shouldn't detect enemy units beyond the operational hex-scale - that means adjacent. And that method would not give the designer any choice about it.

That would mean that a tank division in the desert would always be able to detect farther than a company. The difference in reconnaissance for type and number of equipment is already modeled in the game and would obviously have an influence in the final probability with any method used. A modern period company would detect an enemy farther than an WWI period division.

Control could be given to the designer by letting him attribute a value to 'm' in the formula.
I think my mod of the peak hex would be best - the designer would control whether the location should have sight beyond adjacent - and how far beyond. Lots simpler, too. In effect, the peak hex is the only modeling of elevations that TOAW does - let's just expand on that.

The peak solution can be a work around and can be a lot simpler to implement (I'm not against it), but for a battle on an open plain without peaks? And if designers use peak to simulate better visibility, hiding the peak graphics, one would be able to look through an obstructive terrain type from above, seeing what's behind a mountain hex for instance.

I'm not disputing with you Curtis, to see who has the best method, even because I'm not part of the design team and yours is the last word. Maybe my method can't be implemented without a lot of collateral effects which wouldn't be desirable and even worth the effort, but for sure it isn't as arbitrary as the actual method, since clearly it would define the probability of detecting an enemy unit based on the kind of terrain that lies in-between. For sure it should be almost impossible to detect a unit behind a mountainous terrain (the exception would be if one is looking through a gorge, but then what are the probabilities of such a situation to happen. Most probable is that one would detect a moving unit on or across dunes terrain) and a lot more probable to detect one across bocage terrain. Ok, we would be ignoring the difference in altitude between similar kind of terrain, but even if incomplete, I think it's better than the actual method and this last problem could be fixed by a designer with a peak, since then one would really be able to look from above.


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RE: Comprehensive Wishlist

Post by Curtis Lemay »

ORIGINAL: damezzi

When I said simple, I wasn`t trying to compete with your idea;

I don't care who's idea it is.
I meant simpler than having to simulate elevation.

Not much simpler - line-of-sight paths from/to each unit must be determined. That's most of the line-of-sight process. It just leaves out the elevations - making it bogus.
I have to disagree that it would be as arbitrary as now.

It will definitely be random and definitely be arbitrary. We have that now with the Theater Recon - that also is affected by the terrain type, among other things.
I don't know if I expressed myself clearly, but the formula by itself shows that a unit having 3 open hexes between itself and the enemy would have a greater chance of seeing the enemy than a unit which had a hill hex on the middle. If a mountain hex was present, sight would be blocked.

You are confusing relief with altitude. The tiles in TOAW are only modeling relief (how "wrinkled" the terrain is). Terrain can be low in altitude and high in relief or vice-versa. There is no basis to assume that an open hex is lower or higher in altitude than any other open hex, or a hill or mountain hex, etc. There is one exception: The peak hex. That's the only feature in TOAW that models altitude in any fashion.
And the designer could have control simply by changing the 'm' variable of the formula, for example.

Ok - I missed the "m" factor.
....and yours is the last word.

Oh, if only that were the case. [:)]
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RE: Comprehensive Wishlist

Post by damezzi »

ORIGINAL: Curtis Lemay

Not much simpler - line-of-sight paths from/to each unit must be determined. That's most of the line-of-sight process. It just leaves out the elevations - making it bogus.

As I said, I can`t discuss the difficulty of programming it; I'm not a programmer. If paths are the problem, then just forget it.
It will definitely be random and definitely be arbitrary. We have that now with the Theater Recon - that also is affected by the terrain type, among other things.

Oh, then tell me what isn't in Toaw. Terrain modifiers are arbitrary numbers, probability of hitting are arbitrary, and probability of spotting based on terrain are arbitrary too for sure and at the end, any of those events are random. Toaw is all based on arbitrary numbers (specified according to assumed averages) and random dice roll. Is there something more arbitrary and random than a quality check (which is based in strong arbitrary abstractions)?
For sure my solution would be as random and arbitrary as theater recon, but at least it would be based in units relative position.
You are confusing relief with altitude. The tiles in TOAW are only modeling relief (how "wrinkled" the terrain is). Terrain can be low in altitude and high in relief or vice-versa. There is no basis to assume that an open hex is lower or higher in altitude than any other open hex, or a hill or mountain hex, etc. There is one exception: The peak hex. That's the only feature in TOAW that models altitude in any fashion.

No, I'm not. If you read my last paragraph, you'll see that I suggest using your solution to simulate elevation, since then one would be able to look above any kind of terrain. But you must admit that MOST of the time a mountainous region will block terrain; MOST of the time a hilly region will place some obstruction to the line of sight. Most of the time open terrain with some forest in the middle will have the line of sight blocked by it. Toaw is all based on average after all. Not always will it be easier for a primitive anti-tank gun to hit a tank in a forest than in the open, but most of the time... and that`s what Toaw model, not specific situations.
You may still have open terrain in different levels, for example, in which case forest or hill terrain, if in lower level, wouldn't block the view, but then, designers could use your idea to model it.

Anyway, as you said, path processing would be the difficult part of it, so, no use in going further with this discussion.
I hope that at least your idea will be implemented, because having an open plain with no visibility to it is weird.
I remember that the first time I really noticed reconnaissance issues was when I was playing Kasserine. Ok, the terrain in Kasserine don`t allow for such a great visibility, but then I had complete air superiority and wasn`t able to spot even on roads. Not knowing what is 5 km ahead (in your path) in the open when you have absolute air superiority...
So, I think that theater reconnaissance being more strongly influenced by air superiority is another wish I have. Or reconnaissance mission if possible, but that was already discussed somewhere, I think.

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RE: Comprehensive Wishlist

Post by sPzAbt653 »

...noticed reconnaissance issues was when I was playing Kasserine...

Kasserine has fairly low recon levels, 15 for the Axis, 5 for the Allies. You might want to try setting them a little higher for yourself to see if you get a more desired effect.
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RE: Comprehensive Wishlist

Post by damezzi »

ORIGINAL: sPzAbt653

Kasserine has fairly low recon levels, 15 for the Axis, 5 for the Allies. You might want to try setting them a little higher for yourself to see if you get a more desired effect.
Yes, you`re right. I can get a better result this way for sure, but yet it won`t be as highly dependent on air superiority as it should. I think that theatre recon should strongly oscilate depending on air superiority and range of low altitude airplanes. The manual states that it depends on it among other things, but clearly not enough.
The first function of airplanes in WWI was reconnaissance and I think it still is one of extreme importance.

Well, but after all, air units aren`t the strong point in Toaw. Maybe in Toaw IV, together with naval combat.
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RE: Comprehensive Wishlist

Post by ColinWright »

ORIGINAL: Curtis Lemay
I think TOAW handles this via the hex conversion charges. Units in the rear move much more efficiently than units moving through enemy territory.

About half right. YOu've got a point about the hex conversion penalty -- but this is actually a problem when one is trying to model campaigns where either there really wasn't anything resembling 'hex ownership' (North Africa, for example) or where one side was going so hell for leather considerations of 'hex ownership' didn't slow them in the least (France in 1940, Barbarossa). Conversely, as it stands, one can run right along a completely ungarrisoned front -- if one 'owns' the hexes one will have all the benefits of this secure movement. If the enemy crosses over and attacks, you're magically deployed.

It'd be good if 'hex ownership' penalties could be adjusted from 0 to 100% of their current values for each force -- or even each army. Alternatively, if the unit was motorized and one could have the option of choosing to stay in 'marching order' one's movement rate could be doubled.

Finally, and as yet a third alternative, 'hex ownership' would not be static, but would be recalculated each turn on the basis of the proximity of units from each side. Again ideally, this value could be scaled for each force, and there would be a 'neutral' type that could or could not impose movement penalties on either or both of the forces but where neither force would 'see' any enemy units. That is to say, it would be friendly for movement purposes for both sides but hostile for recon purposes.

Opart has other flaws in this area -- like armies really can't reverse the direction of their movement without complications in reality -- but the change I suggest might at least improve matters.

For logistical reasons - and TOAW somewhat represents that via the supply penalty for units that have moved.

Now here I really can't see your argument. In what way does TOAW simulate the difficulties involved in suddenly changing an axis of advance?
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RE: Comprehensive Wishlist

Post by ColinWright »

You are confusing relief with altitude. The tiles in TOAW are only modeling relief (how "wrinkled" the terrain is). Terrain can be low in altitude and high in relief or vice-versa. There is no basis to assume that an open hex is lower or higher in altitude than any other open hex, or a hill or mountain hex, etc. There is one exception: The peak hex. That's the only feature in TOAW that models altitude in any fashion.


There's also escarpment. That models the height of one hex relative to the next one.

For that reason, I use escarpment a lot. Most of the defensive virtues of a 500' hill disappear if the attack is coming down the adjoining 3000' mountain.

Indeed, the game in general could do with a careful study of the more common types of terrain and their effect. Cover isn't necessarily good; it can allow the enemy to penetrate your position unseen. The same can be said for hills. Finally, there's quite a difference between 'open' terrain ala Western Europe and open terrain ala various steppes and deserts: unentrenched infantry is almost helpless against armor in the latter. Then there are those ridicuously exaggerated values for bocage -- but I digress.
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RE: Comprehensive Wishlist

Post by Curtis Lemay »

ORIGINAL: ColinWright

About half right. YOu've got a point about the hex conversion penalty -- but this is actually a problem when one is trying to model campaigns where either there really wasn't anything resembling 'hex ownership' (North Africa, for example) or where one side was going so hell for leather considerations of 'hex ownership' didn't slow them in the least (France in 1940, Barbarossa). Conversely, as it stands, one can run right along a completely ungarrisoned front -- if one 'owns' the hexes one will have all the benefits of this secure movement. If the enemy crosses over and attacks, you're magically deployed.

Yes, it's an abstraction, and that can cause some unrealities. But, thank God it's an abstraction! Do we really want to have to be concerned with whether our units are in line or column formation - and then what facing they have?
It'd be good if 'hex ownership' penalties could be adjusted from 0 to 100% of their current values for each force -- or even each army.

No argument from me there. I've been wanting that for a decade. (Item 12.25.3).
Alternatively, if the unit was motorized and one could have the option of choosing to stay in 'marching order' one's movement rate could be doubled.

That's in the wishlist too (item 6.16). I'm all in favor.
Finally, and as yet a third alternative, 'hex ownership' would not be static, but would be recalculated each turn on the basis of the proximity of units from each side. Again ideally, this value could be scaled for each force, and there would be a 'neutral' type that could or could not impose movement penalties on either or both of the forces but where neither force would 'see' any enemy units. That is to say, it would be friendly for movement purposes for both sides but hostile for recon purposes.

Hexes owned by neither side? Not a bad idea. I might qualify it such that only hexes that have communication paths with the enemy would be subject to switching - and even then only up to a certain distance.
For logistical reasons - and TOAW somewhat represents that via the supply penalty for units that have moved.

Now here I really can't see your argument. In what way does TOAW simulate the difficulties involved in suddenly changing an axis of advance?

The key word was "somewhat". To do more you'd actually have to have those columns of supply trucks strung out in the rear.
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RE: Comprehensive Wishlist

Post by Curtis Lemay »

ORIGINAL: damezzi

Oh, then tell me what isn't in Toaw.

Lots of stuff. Just to stick to this subject, the Peak hex isn't random or arbitrary. The designer controls just where they are. And if we could set how far they "see", they'd control that too.
Terrain modifiers are arbitrary numbers, ...

?? In what way? The designer has full control of exactly what the terrain in each hex is. And players know exactly what terrain is in each hex.
probability of hitting are arbitrary, and probability of spotting based on terrain are arbitrary too for sure and at the end, any of those events are random. Toaw is all based on arbitrary numbers (specified according to assumed averages) and random dice roll. Is there something more arbitrary and random than a quality check (which is based in strong arbitrary abstractions)?

But all of those things are random and arbitrary in real life, too. They're supposed to be modeled that way. Terrain isn't. Think of how this will play out: players will not know whether they are on one side or the other of a "ridge". That will be determined randomly - then vary from turn to turn, even.
You are confusing relief with altitude.

No, I'm not. If you read my last paragraph, you'll see that I suggest using your solution to simulate elevation, since then one would be able to look above any kind of terrain.

At the discretion of the designer.
But you must admit that MOST of the time a mountainous region will block terrain; MOST of the time a hilly region will place some obstruction to the line of sight. Most of the time open terrain with some forest in the middle will have the line of sight blocked by it. Toaw is all based on average after all. Not always will it be easier for a primitive anti-tank gun to hit a tank in a forest than in the open, but most of the time... and that`s what Toaw model, not specific situations.
You may still have open terrain in different levels, for example, in which case forest or hill terrain, if in lower level, wouldn't block the view, but then, designers could use your idea to model it.

At 2.5km hex scale (and this is almost entirely what this will concern) how many cases of two open hexes separated by a single mountain hex can we expect? This will primarily come down to just plains of open hexes. And in those cases detection will be entirely random and arbitrary. The figures I have show that the distance to the horizon for a 6-foot man is 5.3km. So, on average, you shouldn't see very far, even over a billiard table.

I just see this as too much work for dubious benefit.
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RE: Comprehensive Wishlist

Post by damezzi »

ORIGINAL:  Curtis Lemay
Terrain modifiers are arbitrary numbers, ...

??  In what way?  The designer has full control of exactly what the terrain in each hex is.  And players know exactly what terrain is in each hex.

That doesn't mean they have control of the configuration of this specific terrain. A urban hex, for example, may contain single store buildings or two/three store buildings, may have broad streets or very narrow ones. All those characteristics would change completely the advantage or disadvantage of specific types of weapons, but Toaw uses an average, which means: what would be the average advantage of defenders on the average type of urban terrain if we consider random placement of equipment along this terrain, since we can't determine the exact position of equipment with relation to the terrain irregularities. The definition of this value is arbitrary adding to the generation of a value (after summed with other variables) which represents the probability of suffering casualties in combat.
probability of hitting are arbitrary, and probability of spotting based on terrain are arbitrary too for sure and at the end, any of those events are random. Toaw is all based on arbitrary numbers (specified according to assumed averages) and random dice roll. Is there something more arbitrary and random than a quality check (which is based in strong arbitrary abstractions)?

But all of those things are random and arbitrary in real life, too.  They're supposed to be modeled that way.  Terrain isn't.  Think of how this will play out: players will not know whether they are on one side or the other of a "ridge".  That will be determined randomly - then vary from turn to turn, even.

The probability of hitting according to terrain follows exactly the same principle of the probability of spotting according to terrain. Both are based on enemy crossing your line of sight in favorable conditions, which must be always random in Toaw, since the game doesn't represent the exact topography of the region. The question is not if you're on one side or another of a ridge, also as the possibility of hitting doesn't pose the question if an anti-armor gun is or not placed on a determinate side of a cover element; as the increased chances a defender has on urban terrain (which will work sometimes in his favor and sometimes not) don't pose the question if the defender was inside the buildings or not, behind them or not; this is a misunderstanding of the problem.

Sure you can argue that defenders are supposed to have assumed the best defensive position and the modifier reflects that, but then I can say that reconnaissance team is supposed to have taken the best spot and probability would reflect that. Ridges, cover, obstacle to movement, etc are all distributed randomly along a terrain hex and things like probability to hit and combat modifiers represent average probabilities based on experience, narratives, subjective opinions, etc. At the end, the chance of the random event 'holding the hex' is improved by terrain type as would the chance of the event 'detecting enemy' be improved by terrain type. The randomness is in the event, not in the terrain attributes; those would be fixed numbers like the modifiers.

If I'm moving on a 10 km diameter hilly region (which the topography is random, since not precisely defined), for instance, I can have a value to represent the probability of being at a favorable spot at the exact moment my enemy is moving through this gap (which is randomly placed as are buildings, wadis, rocks, etc) in the terrain 6 kms away. To define this value would be as arbitrary as defining that you have a 50% chance of hitting armor in forest. Both events have a random chance of happening and must be based on average, playtested and corrected until reasonable.

ASL for instance (ok, it is on the tactical level, but I use it here only to show how terrain that can't be represented precisely can pose a random chance of an event to happen) represent some obstructive terrain in the line of sight as a dice roll modifier to represent the chance one have of targeting (seeing clearly) an enemy. This single tree which blocked my view on a specific fire action will perhaps not block it again on the next fire action. It doesn't pose the question if enemy is or isn't on the opposite side of the tree, to the right or to the left. Maybe all were well covered, maybe not, but in average one will have x% of hitting someone through this king of terrain... one will have x% chance of seeing someone through this kind of terrain.

Lock'n Load imposes a spotting roll based on terrain type before you can fire to see if you detect the enemy before attacking. And this is one of the most praised aspects of Lock'n Load. Even on the tactical level, where terrain is represented in a much more detailed way, they use random values to determine whether one is able to see a unit or not after tracing a line of sight. I'm just using tactical games to show how random values can be used to determine chance of detection even on games with more defined topography, not to compare the distances and nature of this detection.
You are confusing relief with altitude.

No, I'm not. If you read my last paragraph, you'll see that I suggest using your solution to simulate elevation, since then one would be able to look above any kind of terrain.

At the discretion of the designer.[/quote]

So would mine solution. Designers would be able to establish a visibility diameter, that's the point. Terrain type would only serve as obstruction and if designers don't want them to obstruct, they can use the peak solution.
But you must admit that MOST of the time a mountainous region will block terrain; MOST of the time a hilly region will place some obstruction to the line of sight. Most of the time open terrain with some forest in the middle will have the line of sight blocked by it. Toaw is all based on average after all. Not always will it be easier for a primitive anti-tank gun to hit a tank in a forest than in the open, but most of the time... and that`s what Toaw model, not specific situations.
You may still have open terrain in different levels, for example, in which case forest or hill terrain, if in lower level, wouldn't block the view, but then, designers could use your idea to model it.

At 2.5km hex scale (and this is almost entirely what this will concern) how many cases of two open hexes separated by a single mountain hex can we expect?  This will primarily come down to just plains of open hexes.  And in those cases detection will be entirely random and arbitrary.  The figures I have show that the distance to the horizon for a 6-foot man is 5.3km.  So, on average, you shouldn't see very far, even over a billiard table.

I just see this as too much work for dubious benefit.

The example I placed was only to avoid the weird effect of seeing through mountains, but it serves any kind of terrain. Light woods, for example, would place some obstruction (after all we may find clearings and gaps in a light woods terrain), and having an open terrain followed by two light woods hexes isn't so rare, or? Don't stick to my examples to give the impression of a restrictive idea; they are just examples and as I stated this is just a sketch of an idea; no need to stick to any single detail I quoted to invalidate it; that only indicates bad will at trying to understand the bigger picture and the uncontrollable will to find flaw to stick with.

The figure you quote will be valid for a perfect billiard table, which, as you said, is rare. Most of the times you have a higher spot to send an observation team. I can see a hang glider 7 kms away from my window with naked eyes. It's true they are at a high level, but considering you have a higher spot to compensate (which most 2.5 km diameter area will have), seeing a moving column should be a lot easier. Not to mention observation tools, like the balloons used in WWI for artillery fire adjustment. Even if those would have to be represented inside the unit as reconnaissance asset, for them to have real effect, the chance to see further must exist.

I really don't see the point of going on with this discussion, as it is clear that out points of view are irreconcilable. As I said, I can't judge the amount of work involved, but I think such a solution would bring benefit for scenarios on the 2.5 and 5 km scale and those aren't rare. But after all, this is just a game, and such a discussion don't have a point if the idea wasn't well accepted by someone on the designers team.

Maybe a simpler idea would be to boost theatre reconnaissance with a modifier for enemy units within a radio of high reconnaissance friendly units, to represent detached reconnaissance teams going to favorable spots or even adjacent hexes to detect enemy at farther distances. This modifier could be set by the designer and would be used only when desirable. So one would be able to set a high modifier for favorable (in terms of visibility) overall terrain configuration and a low or null one for unfavorable configuration.
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RE: Comprehensive Wishlist

Post by Curtis Lemay »

ORIGINAL: damezzi

That doesn't mean they have control of the configuration of this specific terrain. A urban hex, for example, may contain single store buildings or two/three store buildings, may have broad streets or very narrow ones. All those characteristics would change completely the advantage or disadvantage of specific types of weapons, but Toaw uses an average, which means: what would be the average advantage of defenders on the average type of urban terrain if we consider random placement of equipment along this terrain, since we can't determine the exact position of equipment with relation to the terrain irregularities. The definition of this value is arbitrary adding to the generation of a value (after summed with other variables) which represents the probability of suffering casualties in combat.

That's equivalent to saying that if I digitize a photograph, since there is a granularity to the pixels, I might as well randomly generate those pixels. While there is a limit to the information the terrain tiles can contain, they are not random or arbitrary. They are fixed and known. What you're suggesting will randomly generate line-of-sight effects - which will be unknown to either the players or the designers.
But all of those things are random and arbitrary in real life, too.  They're supposed to be modeled that way.  Terrain isn't.  Think of how this will play out: players will not know whether they are on one side or the other of a "ridge".  That will be determined randomly - then vary from turn to turn, even.

The question is not if you're on one side or another of a ridge, ...

Of course it is! You can actually see the ridge. You can know that if you stay behind the ridge you aren't visible. It isn't a random event. Again, this is the difference between the limits of pixelization and randomly generating the pixels. Players don't control the micro-movement of their units within the hex, but they do control their movements from hex-to-hex. They have to be able to make rational decisions about those movements.
At the discretion of the designer.

So would mine solution. Designers would be able to establish a visibility diameter, that's the point. Terrain type would only serve as obstruction and if designers don't want them to obstruct, they can use the peak solution.

It is not the same. The designer could not know which specific hexes would have line of sight. That would be determined randomly without knowledge of the players.
The figures I have show that the distance to the horizon for a 6-foot man is 5.3km.  So, on average, you shouldn't see very far, even over a billiard table.

The figure you quote will be valid for a perfect billiard table, which, as you said, is rare.

So, 5.3km would be a best case average. The practical average would be much, much less. And that's just to see the horizon. Seeing cammo'd units at distance is far more difficult. Makes one wonder just why this is so important.
Most of the times you have a higher spot to send an observation team.

A peak hex!
I can see a hang glider 7 kms away from my window with naked eyes. It's true they are at a high level, but considering you have a higher spot to compensate (which most 2.5 km diameter area will have), seeing a moving column should be a lot easier.

You can't be serious.
Not to mention observation tools, like the balloons used in WWI for artillery fire adjustment. Even if those would have to be represented inside the unit as reconnaissance asset, for them to have real effect, the chance to see further must exist.

I suppose that could be modeled via recon helicopters. Not a common issue.
But after all, this is just a game, and such a discussion don't have a point if the idea wasn't well accepted by someone on the designers team.

My influence is the same as yours - how persuasive I am to Ralph. And I will put your idea in the wishlist.
Maybe a simpler idea would be to boost theatre reconnaissance with a modifier for enemy units within a radio of high reconnaissance friendly units, to represent detached reconnaissance teams going to favorable spots or even adjacent hexes to detect enemy at farther distances. This modifier could be set by the designer and would be used only when desirable. So one would be able to set a high modifier for favorable (in terms of visibility) overall terrain configuration and a low or null one for unfavorable configuration.

But settle on just one.
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damezzi
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RE: Comprehensive Wishlist

Post by damezzi »



ORIGINAL: Curtis Lemay

ORIGINAL: damezzi

That doesn't mean they have control of the configuration of this specific terrain. A urban hex, for example, may contain single store buildings or two/three store buildings, may have broad streets or very narrow ones. All those characteristics would change completely the advantage or disadvantage of specific types of weapons, but Toaw uses an average, which means: what would be the average advantage of defenders on the average type of urban terrain if we consider random placement of equipment along this terrain, since we can't determine the exact position of equipment with relation to the terrain irregularities. The definition of this value is arbitrary adding to the generation of a value (after summed with other variables) which represents the probability of suffering casualties in combat.

That's equivalent to saying that if I digitize a photograph, since there is a granularity to the pixels, I might as well randomly generate those pixels. While there is a limit to the information the terrain tiles can contain, they are not random or arbitrary. They are fixed and known. What you're suggesting will randomly generate line-of-sight effects - which will be unknown to either the players or the designers.
But all of those things are random and arbitrary in real life, too. They're supposed to be modeled that way. Terrain isn't. Think of how this will play out: players will not know whether they are on one side or the other of a "ridge". That will be determined randomly - then vary from turn to turn, even.

The question is not if you're on one side or another of a ridge, ...

Of course it is! You can actually see the ridge. You can know that if you stay behind the ridge you aren't visible. It isn't a random event. Again, this is the difference between the limits of pixelization and randomly generating the pixels. Players don't control the micro-movement of their units within the hex, but they do control their movements from hex-to-hex. They have to be able to make rational decisions about those movements.

Oh, you can't be serious. You're going into the realms of sophism with this analogy. Granularity has no interference on our mental codification of photograph elements; the difference between urban terrain configuration would. Players make rational decisions based on probabilities and specific probability of an event to happen consider a myriad of random line of sights, bullets paths, equipment paths, and so on. In fact all probabilities in the game represent an infinity of such random elements. Those are your grains and since players can't control each of them, he bases his rational decision on probability values driven by them, which are altered for each terrain by their modifiers.
Players control movement from hex to hex, but they don't control if the adjacent hex unit will be only detected or be spotted, for example. They will make rational decisions based on their reconaissance levels and probabilities of spotting or not. The same is valid for disengagement. They move out of the hex and consider the probabilities of successfully disengaging. It would be exactly the same thing; they would advance and have a chance of detecting or not an enemy 5 or 10 km away based on modifiers set for specific terrain types in between or the one in which the enemy unit is.
I'm not stating that my formula is the best solution; it's only an idea. But stating that such a solution is arbitrary is stating that designers of such games like ASL and Lock'n Load can't see what you see.
At the discretion of the designer.

So would mine solution. Designers would be able to establish a visibility diameter, that's the point. Terrain type would only serve as obstruction and if designers don't want them to obstruct, they can use the peak solution.

It is not the same. The designer could not know which specific hexes would have line of sight. That would be determined randomly without knowledge of the players.

This is a complete misunderstanding of the solution. There wouldn't be such a thing like 'hex 1' has line of sight to 'hex 2'. Your statement would imply that when I enter 'hex 1' adjacent to 'hex 2' and I'm able to spot a unit (not only detect it), then the game has randomly defined that I have a good line of sight between those two hexes or any other favorable condition if compared to two other hexes where spotting didn't happen. Being able to spot an adjacent hex only means that in this particular cirmcumstances, taking into account variable like reconnaissance capability, this event took place; before moving into the hex, the player would be able to estimate the probability of it happening. Exactly the same thing with my idea. Players would have a set probability (not a random one) of an event to happen based on terrain and would make their rational decisions based on it. If the event would happen or not... this would be random, exactly like the event of spotting or not an unit on an adjacent hex or most of the other events on Toaw. What part wasn't you able to understand???

Relative elevation between two hexes are another matter, which could be set by other means. My idea consider that such difference of elevation from one hex to the other doesn't exist, since Toaw doesn't model it. Designers can use peak or escarpment for doing it. That is not what I'm proposing.

The figures I have show that the distance to the horizon for a 6-foot man is 5.3km. So, on average, you shouldn't see very far, even over a billiard table.

The figure you quote will be valid for a perfect billiard table, which, as you said, is rare.

So, 5.3km would be a best case average. The practical average would be much, much less. And that's just to see the horizon. Seeing cammo'd units at distance is far more difficult. Makes one wonder just why this is so important.
[/quote]

We would be able to see much farther than this if it wasn't for earth curvature; In fact we can usually see much farther than this in most regions just by using the higher spots on it, even if it doesn't contain a peak. A simple 50m hill or building can allow one to see farther. A peak should be used for greater elevations, in which case we would be able to see anything around independently of terrain obstruction.

I can see a hang glider 7 kms away from my window with naked eyes. It's true they are at a high level, but considering you have a higher spot to compensate (which most 2.5 km diameter area will have), seeing a moving column should be a lot easier.

You can't be serious.

Once more you're sticking to an example I used to show that human with naked eye can see far away, just in case you used human limitations as argument. Sticking to those things to validate your arguments indicates narrow mindedness.
Not to mention observation tools, like the balloons used in WWI for artillery fire adjustment. Even if those would have to be represented inside the unit as reconnaissance asset, for them to have real effect, the chance to see further must exist.

I suppose that could be modeled via recon helicopters. Not a common issue.
[/quote]
[/quote]
Once more!!!! That was just one example of how one can have solutions to look from above... not from a 6 foot high (your figure), despite the fact that I, not reproducing your obtuse behaviour, can understand that you used it just as an initial reference. (so I hope)
But after all, this is just a game, and such a discussion don't have a point if the idea wasn't well accepted by someone on the designers team.

My influence is the same as yours - how persuasive I am to Ralph. And I will put your idea in the wishlist.
Maybe a simpler idea would be to boost theatre reconnaissance with a modifier for enemy units within a radio of high reconnaissance friendly units, to represent detached reconnaissance teams going to favorable spots or even adjacent hexes to detect enemy at farther distances. This modifier could be set by the designer and would be used only when desirable. So one would be able to set a high modifier for favorable (in terms of visibility) overall terrain configuration and a low or null one for unfavorable configuration.

But settle on just one.
[/quote][/quote]

That's my decision. I'm not asking you any favor.

We are far away from a constructive debate here. I won't argue anymore. This is just lost time. Understand it as you want. Use my english to misinterpret, dig for some example that can be adulterated, stick to details out of context or any of those tools you like. After all, this isn`t so important for me. Even the importance of it comes from your misunderstanding of my points.

That was my first statement:

In fact, even if this isn't exactly a negative characteristic of the game, I think that it would be better if some concepts weren't based in hexes adjacency, but in real distance. One example I think is really illustrative is intelligence in open terrain. A unit in flat arid terrain, for example, should be able to sight enemy much further than 2.5km...

I kept arguing because of your behavior towards my idea. But I'm tired of it. "Be reason's owner" (that is a literal translation from a portuguese expression). I don't know why, but I'm really itching to write on portuguese. It seems it would make no difference.
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RE: Comprehensive Wishlist

Post by ColinWright »

ORIGINAL: Curtis Lemay

Now here I really can't see your argument. In what way does TOAW simulate the difficulties involved in suddenly changing an axis of advance?

The key word was "somewhat". To do more you'd actually have to have those columns of supply trucks strung out in the rear.

I don't see how it does it at all. I can be moving east on one turn; in TOAW the next turn I can continue moving east or start moving northwest with equal facility.

You're right improving on the situation would be hard -- but not necessarily as hard as you suggest. For example, the program could simply confer a bonus so long as you continued to move along a line that diverged by no more than 30 degrees from the line of travel established in the previous turn: move three hexes in this fashion and you get another MP.

Something like that. Not that it's necessarily the best suggestion: but my point wasn't that the existing deficiency was easily remedied -- merely that it was there.

One could also set out 'direction of supply markers.' This actually sounds interesting to contemplate.

So say if you anticipate advancing, you put your direction of supply marker somewhere out ahead in enemy territory. This costs you some of the supply benefits you get merely from being near the original point of supply -- but improves your supply over what it would be otherwise so long as you are actually advancing in the anticipated direction.

If, on the other hand, you figure on fighting it out right where you stand, you plonk that marker right where you are -- and improve your supply so long as you stay there.

You could even plan on a fighting retreat -- and put the marker where you plan to withdraw to.

Frankly, I'd rather see other things addressed myself -- but we don't need to 'actually have columns of supply trucks strung out in the rear.' Anyway, the problem is more of an administrative one than one of where the supplies are physically located. So long as everyone's going where they are supposed to be going, everyone knows where the divisional Tylenol stockpile is supposed to wind up. When there's a sudden change, you get a mess.

Ideally, this could simulate a good deal of what went wrong with the French in 1940, for example. Everything was set up for an advance into central Belgium and an encounter battle. Chaos resulted when these orders were suddenly -- and radically -- changed. It's significant that the same French army fought very well the next year against the British in Syria. The British behaved exactly as the French anticipated they would. No muddles with the tanks here and their fuel supply there.

To return the admittedly not-very-completely-thought-out direction of supply idea, perhaps we should add a chance to go into re-org and shock effect. Then the French do fairly nicely so long as they are moving up into Belgium; they start falling down when they attempt to suddenly change front and direction 120 degrees; like, you can change the location of the markers but they don't become effective in their new locations for a week or whatever.

Note that this would also tend to produce the oft-exaggerated but nevertheless real improvement in French performance in early June -- when the Germans were doing what the French expected.

Obviously, the various parameters of this effect should vary from army to army and from scenario to scenario -- but in an ideal world, TOAW would have such an effect. The distinction between carrying out anticipated actions and having to suddenly change plans is something TOAW can't handle at all. Whether it could is open to discussion -- but it would be a good thing if it could.

It is observable that some armies have sometimes performed below what they otherwise would have been capable of simply because they were being called upon to do something other than what they had expected to do. Campaigns where it can be argued that unexpected developments seriously impinged on the performance of at least one of the combatants:

France, 1940.

North Africa, April 1941.

Barbarossa, June-July 1941.

The effect has probably operated less impressively elsewhere, and/or has led armies to stick with the plan rather than take advantage of sudden opportunities. Those of us with families know that even a weekend at the beach is hard to just decide to do on Friday morning: takes some coordination and checking with everyone's agenda. Think what it must be like for an infantry corps.
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RE: Comprehensive Wishlist

Post by ColinWright »

Thinking about it further, and more generally, TOAW could do with some attention to the need for planning and organization. Aside from what I've just mentioned, there are absurdities such as tactical parachute drops to close pockets that only emerged earlier that morning, artillery barrages that don't involve stockpiling shells, and no doubt other places where the system fails because it doesn't allow for the fact that a good deal of this stuff needs to be arranged ahead of time. Event mechanisms and house rules can jerry-rig solutions to some of this -- but the game would be better if the effectiveness and abilities of one's units were tied to how closely developments were conforming to one's expectations. The Allies are able to drop a parachute division at Arnhem because they've been planning to do so for two weeks -- they can't just land the division across the Rhine at Strasbourg instead on the spur of the moment without a sizable drop in effectiveness.

Indeed, as it is, it's hard to understand how the Allies could have so willfully overlooked the evidence that the remnants of two panzer divisions had decided to stop and catch their breath right outside Arnhem. Perhaps if it was not just a matter of switching to some other attractive locale but of having the dropping units much more likely to break up and go into re-org the obstinacy would be more understandable.
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ColinWright
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RE: Comprehensive Wishlist

Post by ColinWright »

...I just see this as too much work for dubious benefit.

I'd be happy to disagree with Bob/Curtis -- but in this case I can't.

TOAW is an operational level game. It will only suffer if we start trying to inject tactical-level considerations into it.

Take the defensive advantages conferred by 'hills.' I'd tend to take those to mean that the terrain is such that the defender can find a line across that hex that will offer him superior lines of sight, cover for his own troops, etc. I do not think the
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RE: Comprehensive Wishlist

Post by Curtis Lemay »

ORIGINAL: damezzi

Oh, you can't be serious. You're going into the realms of sophism with this analogy.


I think it's extremely appropriate. Think about that digital photograph. It's made of pixels - each pixel contains only one color and etc. Yet in total, they form an amazingly accurate depiction of the original scene. But, if you generate them randomly, you'll just get garbage. The map is quite similar. One individual hex has limited information - but taken in total, it can be a very accurate model of the battlefield. You're suggesting that we then generate line-of-sight info randomly.
But stating that such a solution is arbitrary is stating that designers of such games like ASL and Lock'n Load can't see what you see.

Those are tactical games, right? Don't they already have elevations incorporated into them? Can't their line-of-sight extend for dozens if not hundreds of hexes from most locations?

TOAW HEXES DO NOT HAVE ELEVATION INFORMATION! Basing it on Terrain Types is a very poor substitute. Close to basing it on nothing at all - random.

Furthermore, even at the smallest scale (2.5km) and clearest terrain (steppe), detection couldn't extend for more than a few hexes under even the best of circumstances (and for those circumstances, we have the Peak tile). At other scales and terrains, it's close to pointless.

It should have been obvious that the way to deal with this issue is via refinement of the peak terrain. It's far, far simpler and completely non-random and non-arbitrary. Designers know where they are placed. Players can see them.

I stand by my original assessment: What you're suggesting would be very expensive to implement and what it produced would be of dubious value.
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