Readiness and Time-Scale

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rob89
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Readiness and Time-Scale

Post by rob89 »

I did some tests on a standard scenario, Ostfront, 10km/hex, unit at division/regiment levels

1) Time Scale: Halfweek turn

The elite units (Ger PzD & PzGD, Sov TK & MK) in offensive operations begin to have a degraded readiness generally after 2 turns, i.e. 7 days

2) Time Scale: Full Day turn (reduced MRB, adjusted attrition divider)

Same situation: even here the elite units in offensive operations have a degraded readiness generally after 2 shifts, BUT it's only 2 days!

Is there any possibility of linking the readiness degradation to the time scale?
(just as the losses can be managed by changing the attrition divider ...)

thanks
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76mm
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RE: Readiness and Time-Scale

Post by 76mm »

hmmm, any idea what happens with 12 or 6 hour turns?
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Curtis Lemay
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RE: Readiness and Time-Scale

Post by Curtis Lemay »

Readiness cost of movement can be adjusted, but not combat costs.
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cathar1244
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RE: Readiness and Time-Scale

Post by cathar1244 »

ORIGINAL: Curtis Lemay

Readiness cost of movement can be adjusted, but not combat costs.

This case is one of the balances a scenario designer has to strike as part of 'fit'. The time scale, the hex scale, and the unit size are all in balance, and as Rob pointed out, it is easy to find combinations of these three elements that introduce distortion or even a sense of unreality.

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larryfulkerson
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RE: Readiness and Time-Scale

Post by larryfulkerson »

"...one of the balances a scenario designer has to strike as part of 'fit'. The time scale, the hex scale, and the unit size are all in balance, and as Rob pointed out, it is easy to find combinations of these three elements that introduce distortion or even a sense of unreality.
Sometimes it's not easy to find the right combination of those three variables to strike the degree of balance desired. This is why we do playtests. FITE went through lots of changes while it was still under development. Don is helping me playtest my B41 MOD v.5.8 and I'm taking a lot of notes to see what needs to be done yet to make it reasonably balanced. It's part of the fun of developing new scenarios. It's no longer just unit management, you have to watch what the various units are doing and how they are performing; and are the events firing correctly to introduce units or withdraw units from the game. Playtesting doesn't help when you completely miss glimpsing the evidence that points to a needed change. It doesn't help to change the wrong thing. So it's no longer "just a game" and requires more attention and considering many more factors simutaneously and it's serious fun. AAR's actually help document the test. But I ramble.
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Zovs
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RE: Readiness and Time-Scale

Post by Zovs »

+1 to Larry and well said!
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