ORIGINAL: Werewolf1326
Bletchley_Geek:
Replacing the leader rated with an 'A' with a leader rated with a 'B' when the former gets killed doesn't follow so clearly to me. There should be a chance that, for instance, your leader 'C' when killed, gets replaced by a leader 'A' (i.e. the slackers are being culled). Same thing for rank and file, actually - the ones that survive may be better (as in fitter, more skilled, wiser or just more lucky) than the ones that don't.
^^^^^^^^
This man gets it. The cream rises to the top is not just a trite cliche'. It is true and especially so for US military units in times of war.
War tends to bring out the best - and the worst - in men. Both should be operable and have visible impact in any simulation so the player can react/proact accordingly.
I am not sure if I fully get it, but this has been one my pet peeves for ages. I mean, I can understand that simplifying assumption in a boardgame, where the number of counters is limited and values are printed on those counters. But on a computer there's an endless supply of counters and you can pretty much change those values as needed.
Regarding the applicability of this: I reckon it does not only apply to the US, but pretty much to any military. Note as well, that such a "bonus" doesn't come for free. Units get less efficient in some aspects (for instance in dealing with logistics or field engineering, which are two very important activities).
Indeed, receiving replacements tends to bring units back to a 'baseline' but given the timelines we cover in scenarios, such replacements would mostly consist of personnel who has found its way back after getting separated from his unit, or those suffering a light wound, and back into his unit after 24 hours or less.
ORIGINAL: wodin
If the second in command is known historically then use him. Leaders already have a good selection of stats. I still think Leaders should play a big part in how well units perform in CO. No idea if their effect is negligible or not.
They do play quite a role, out of the top of my mind, some of the most salient things they affect are:
[*] The soundness of the plans the AI comes up with. The AI generates several 'candidate' plans, and these are ranked according to several factors, like security (probability of suffering high casualty rates) or speed (how long does it take to achieve the objective). The selection of the final plan amongst these candidates is affected in a logical manner by traits such as judgement and aggressivenes. That's one of the reasons why we need so badly saved games to check - these effects are randomized to some extent.
[*] How effective units are firing (avoiding target overkill and conserving ammo), deciding to fire at the best time/range, choosing the best target, etc.
[*] How fast do they recover from retreats and routs
[*] How likely are they to stand their ground when subjected to pressure, etc. (that's the Morale Failure event I discussed in some thread in the Tech Support forum some time ago)
[*] How resilient they're to attrition due to surrender or dispersion
[*] How likely they're to request artillery support, and how long is going to take to have that support (i.e. registration time)
ORIGINAL: wodin
As for medals citations just do it like Flashpoint Campaigns. The game doesn't need to name names or anything like that..just award the odd medal here and there for exceptional unit performance. Leave it to the players imagination what the soldiers names where and what they where like etc etc.
That's a great idea - I hope Capn Darwin, cbelva and the rest of the On-Target Sims crew don't mind we get some inspiration there [:)]







