Two simple questions

SPWaW is a tactical squad-level World War II game on single platoon or up to an entire battalion through Europe and the Pacific (1939 to 1945).

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Frank W.
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Two simple questions

Post by Frank W. »

1. How is teh "targeting" value handled by the game. I know it means how fast can a tank turn it´s turret or if it is turretless or turreted. But is there really a difference if you see STUGs and the like turning very fast

2. What meant the "rarity" values excatly? I noticed that even units that have value 0 sometimes are reded out with rarity on

Thanx.
Svennemir
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Post by Svennemir »

About targeting I *think* it goes something like:

There's a base value (maybe 1 or something like that)

If there are three men or more in the turret, 1 is added (it's a bit easier for the gunner if he doesn't have too many tasks)

If the vehicle is Soviet, subtract one (much like a national characteristic - the Soviets were not very good at firing on the move)

A few late-war vehicles get an extra due to some kind of stabilization stuff.

Turretless vehicles get one or two subtracted.

Everyone will get OpFire shots, but some units get more than others - it has to do both with ROF and Targetting.

StuGs will spin around faster than realistic, but will still spin less than a tank turret.

Question 2 - I don't know how availability probability is calculated. But rarities do affect the probabilities of units being (un)available. Probabilities tend to be kinda random so sometimes they seem strange, I guess that's the best explanation until someonw shows up with exact formulas.
Voriax
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Post by Voriax »

About rarities:
0 = Common
1 = Uncommon
2 = Rare
3 = Scenario design only

I dunno what the exact percentages are but even with common units there is always a small chance it's unavailable. Now I may be wrong but availability dates may affect this also...so a bit higher unavail % around the both ends of the service life.

Voriax
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Frank W.
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Post by Frank W. »

thanx...:p
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tracer
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Post by tracer »

I have a follow-up question regarding rarity: what does a unit listed with yellow text signify? I've noticed that usually (maybe always) its a formation or vehicle whose availability period has ended, but I'm not 100% sure that's the reason. I took a quick look at the manual, but didn't see an explanation. Thanks
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Frank W.
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Post by Frank W. »

Originally posted by tracer
I have a follow-up question regarding rarity: what does a unit listed with yellow text signify? I've noticed that usually (maybe always) its a formation or vehicle whose availability period has ended, but I'm not 100% sure that's the reason. I took a quick look at the manual, but didn't see an explanation. Thanks
yep.

i noticed this ,too.

i think you right, this are obsolete units
which are perhaps mobilized from the reserve forces
or something like that.

funny, after years of SP playing still some secrets
in the game :eek:
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Post by Tomanbeg »

I've noticed that if you pick a yellow line unit it goes red right after.
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tracer
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Post by tracer »

While we're on the subject of "things we should know but don't", I'm almost embarrassed to ask this one: how do you manually bail a crew from a vehicle? In a current PBEM game I had a couple immobilized recon vehicles and figureded I could dismount the crews to carry on their scouting duties...then realized I didn't know how. :D
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Post by gnoccop »

Originally posted by tracer
While we're on the subject of "things we should know but don't", I'm almost embarrassed to ask this one: how do you manually bail a crew from a vehicle? In a current PBEM game I had a couple immobilized recon vehicles and figureded I could dismount the crews to carry on their scouting duties...then realized I didn't know how. :D
If I remember correctly it's the number "9" key.
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Post by Warhorse »

IIRC the number in the stabilizer field also dictates the turret traverse speed, or at least has a lot to do with it!
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