Interpreting terrain information

Command Ops: Battles From The Bulge takes the highly acclaimed Airborne Assault engine back to the West Front for the crucial engagements during the Ardennes Offensive. Test your command skills in the fiery crucible of Airborne Assault’s “pausable continuous time” uber-realistic game engine. It's up to you to develop the strategy, issue the orders, set the pace, and try to win the laurels of victory in the cold, shadowy Ardennes.
Command Ops: Highway to the Reich brings us to the setting of one of the most epic and controversial battles of World War II: Operation Market-Garden, covering every major engagement along Hell’s Highway, from the surprise capture of Joe’s Bridge by the Irish Guards a week before the offensive to the final battles on “The Island” south of Arnhem.

Moderators: Panther Paul, Arjuna

Post Reply
User avatar
johndoesecond
Posts: 964
Joined: Tue Aug 03, 2010 4:53 pm

Interpreting terrain information

Post by johndoesecond »

Hi all,

I thought I understood well the terrain information that pops up with right-click, but now maybe I'm confused.

I believe I understand "Foot" and "Mot" values (it's the percentage of the full speed that unit can develop in the most favorable conditions (i.e. road or better for foot troops, and hightway for motorised troops)).

But I don't quite get how the other two values ("Direct hit" and "Area hit") are to be interpreted. I've looked thoroughly in the manual, and I understand the difference between direct and area fire, but my question is: the percentage of what are these values about?
I mean, if we follow the logic of "Foot" and "Moot" values, there should be something we should think of as having 100%, but I found no such terrain: the highest values (33%) I found are for "Clear", and all the others are less.

So, what would 100% be? How do we intuitively "get" those values?

And if "Clear" was indeed meant to have the highest possible value, why then not re-normalise the values to have "Clear" 100% and all the others subsequently rescaled?

Thanks.

Lieste
Posts: 1823
Joined: Sat Nov 01, 2008 10:50 am

RE: Interpreting terrain information

Post by Lieste »

Difference between theoretical/range values and practical "in the field" values for accuracy?
People can be very good at finding 'something' to hide behind (a 6" fold in the ground will provide cover and concealment from a firer at ground level - and this is more-or-less parkland flat).


User avatar
simovitch
Posts: 5947
Joined: Tue Feb 14, 2006 7:01 pm

RE: Interpreting terrain information

Post by simovitch »

I think the Map Maker Manual describes it pretty well; did you check that?
simovitch

User avatar
johndoesecond
Posts: 964
Joined: Tue Aug 03, 2010 4:53 pm

RE: Interpreting terrain information

Post by johndoesecond »

ORIGINAL: simovitch

I think the Map Maker Manual describes it pretty well; did you check that?

No, I didn't think of that!

Good read.

Thanks Simovitch.

And Lieste, yes, in general you were correct. Thanks.
User avatar
Arjuna
Posts: 17768
Joined: Mon Mar 31, 2003 11:18 am
Location: Canberra, Australia
Contact:

RE: Interpreting terrain information

Post by Arjuna »

Clarification re hit effects. If we showed the values for firing at undeployed targets, then yes you would see values up to 100%. But we decided that would give users an unreal expectation of the likely results when their un its fire at a target. Even if currently undeployed the target unit will take cover immediately and deploy within 5 to ten minutes. So we opted to show the hit effects against deployed targets.
Dave "Arjuna" O'Connor
www.panthergames.com
User avatar
johndoesecond
Posts: 964
Joined: Tue Aug 03, 2010 4:53 pm

RE: Interpreting terrain information

Post by johndoesecond »

ORIGINAL: Arjuna

Clarification re hit effects. If we showed the values for firing at undeployed targets, then yes you would see values up to 100%. But we decided that would give users an unreal expectation of the likely results when their un its fire at a target. Even if currently undeployed the target unit will take cover immediately and deploy within 5 to ten minutes. So we opted to show the hit effects against deployed targets.

That was the missing link!

Thanks Dave.

Post Reply

Return to “Command Ops Series”