Traffic jams

Panther Games' Highway to the Reich revolutionizes wargaming with its pausable, continuous time game play and advanced artificial intelligence. Command like a real General, under real time pressures to achieve real objectives on a real map all within the fog of war. Issue orders to your powerful AI controlled subordinates or take total control of every unit. Fight the world's most advanced AI opponent or match wits against your friends online or over a LAN. Highway to the Reich covers all four battles from Operation Market Garden, including Arnhem, Nijmegen, Eindhoven and the 30th Corps breakout from Neerpelt.

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Grognard
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Traffic jams

Post by Grognard »

Can somebody explain how the game models traffic congestion? Min/max densities of troops/vehicles? It seems to have got just got a little more important..... [;)] [:D]

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Diablo
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RE: Traffic jams

Post by Diablo »

Pretty accurately in my opinion. I don't have the numbers but in my Arnhem main campaign I tried to send all reinforcements at once up the highway( very slow). When I was spotted I was mincemeat for the German artillery.
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Grognard
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RE: Traffic jams

Post by Grognard »

Bump

Seriously, the Tourney scenario seems to be a road race to good or spoiling positions early on, and having a better handle on how road traffic works might make a bit of difference. Never thought I'd be wishing for MP's [:D].

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Arjuna
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RE: Traffic jams

Post by Arjuna »

Essentially if there are more than 400 personnel in the same 300 x 300m area then you will start to modify the speed downwards. The max modifier for this effect is 40% which you would not get until you had over 4000 personnel in the same are and that is unlikely to occur. It works on a sliding scale such that 800 personnel would reduce speed to 70%, 2000 pers = 50%.

For COTA we have modified these a little. the max effect is now only 50% reduction and units that are part of the Advance guard of a formation have this modifier effect reduced - ie their speed is less affected. Units in the Main guard also are less affected but not to the same extent. All other units have the full effect applied.
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Rooster
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RE: Traffic jams

Post by Rooster »

ORIGINAL: Arjuna

Essentially if there are more than 400 personnel in the same 300 x 300m area then you will start to modify the speed downwards. The max modifier for this effect is 40% which you would not get until you had over 4000 personnel in the same are and that is unlikely to occur. It works on a sliding scale such that 800 personnel would reduce speed to 70%, 2000 pers = 50%.

I'm curious how this works with the way the game calcuates speed on a road. If a unit is in column formation on a 6-meter wide road, they could easily have 400 men within a 15000 meter stretch of the road, thus incurring the penalty. Or is this a strict 300 x 300 area?
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Arjuna
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RE: Traffic jams

Post by Arjuna »

It's a strict 300 x 300. So at the most your looking at would be around 432m on the diagonal. Few companies are bigger than 175 personnel. So in general you can have two companies in the same loc without any movement impediment.
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