a suppression fire tweak: remove suppression bonus to bombardment
Posted: Wed Sep 05, 2007 4:15 am
OK, I've been proposing a few little tweaks for the next patch, and I've got one more. I am not really sure that any of these will get past Joel, it will depend on how strong the community support is.
IMO, suppression should not provide a bonus to subsequent suppression fire. I would like to remove that.
For example, assuming that each die roll is 16, and an evasion roll of 2 happens each time, and the suppression is always half of the prior cumulative suppression. Then
suppression = 0+16/2 = 8
suppression = 8+ (16(rolled)+2(doubleup)*8(priorsuppression)/2(divbytwo))/2 = 8+12 = 20
suppression = 20+ (16 +2*20/2)/2 = 20+18 = 38
suppression = 38 + (16+2*38/2)/2 = 38+27 = 65
Now, for that last result, the die roll could have been ZERO and the cumulative suppression would still have increased by NINETEEN. It pretty soon becomes unimportant how good of an attack is being made, all that is important is that prior suppression compounds on itself exponentially. Hence, firing twice causes MORE than twice as much suppression.
What does this mean in game terms? Everywhere that you can get in multiple bombardment attacks (e.g. if you have over whelming quantities of artillery, each firing twice, or concentrated air/naval attacks on artillery) you have a great exponentiated suppression effect, and everywhere that you can only get a single bombardment atrtack (e.g. flak against air) you get very little. That is, this very mechanic makes artillery more powerful and flak less powerful, and makes it impossible to do a good job of balancing them.
My simple proposal is to NOT include the prior suppression bonus for bombardment fire. This has no effect whatsoever on flak (air only gets fired on once) but weakens artillery. But it only weakens artillery if you have more than 0.5*opposing_force_size artillery, since that is the only case where artillery actually fires twice on the SAME target.
Now, it was noted here that reducing the evasion would make amphibious assaults easier. This change makes amphibious assaults a little harder, since multiple phase air/naval attacks won't have that exponential growth of suppression. It balances out. If more help with amphib is needed, then the naval bombardment penalty for "no land units present" can be reduced, from the current -5 to either -2 or even 0. I support zero that for simplicity, I think this penalty was added because naval bombardment was too powerful and it was too powerful because of this exponential effect.
Now, this is a kind of esoteric issue, but I hope that I can get your support. Because I really think it would be a big improvement. Most importantly it reins in artillery but only for OVERLOADED artillery deployments. It has absolutely no effect if less than about 1/2 of your units are artillery.
Again, please chime in!
IMO, suppression should not provide a bonus to subsequent suppression fire. I would like to remove that.
For example, assuming that each die roll is 16, and an evasion roll of 2 happens each time, and the suppression is always half of the prior cumulative suppression. Then
suppression = 0+16/2 = 8
suppression = 8+ (16(rolled)+2(doubleup)*8(priorsuppression)/2(divbytwo))/2 = 8+12 = 20
suppression = 20+ (16 +2*20/2)/2 = 20+18 = 38
suppression = 38 + (16+2*38/2)/2 = 38+27 = 65
Now, for that last result, the die roll could have been ZERO and the cumulative suppression would still have increased by NINETEEN. It pretty soon becomes unimportant how good of an attack is being made, all that is important is that prior suppression compounds on itself exponentially. Hence, firing twice causes MORE than twice as much suppression.
What does this mean in game terms? Everywhere that you can get in multiple bombardment attacks (e.g. if you have over whelming quantities of artillery, each firing twice, or concentrated air/naval attacks on artillery) you have a great exponentiated suppression effect, and everywhere that you can only get a single bombardment atrtack (e.g. flak against air) you get very little. That is, this very mechanic makes artillery more powerful and flak less powerful, and makes it impossible to do a good job of balancing them.
My simple proposal is to NOT include the prior suppression bonus for bombardment fire. This has no effect whatsoever on flak (air only gets fired on once) but weakens artillery. But it only weakens artillery if you have more than 0.5*opposing_force_size artillery, since that is the only case where artillery actually fires twice on the SAME target.
Now, it was noted here that reducing the evasion would make amphibious assaults easier. This change makes amphibious assaults a little harder, since multiple phase air/naval attacks won't have that exponential growth of suppression. It balances out. If more help with amphib is needed, then the naval bombardment penalty for "no land units present" can be reduced, from the current -5 to either -2 or even 0. I support zero that for simplicity, I think this penalty was added because naval bombardment was too powerful and it was too powerful because of this exponential effect.
Now, this is a kind of esoteric issue, but I hope that I can get your support. Because I really think it would be a big improvement. Most importantly it reins in artillery but only for OVERLOADED artillery deployments. It has absolutely no effect if less than about 1/2 of your units are artillery.
Again, please chime in!