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Questions
Posted: Sat Mar 15, 2008 4:34 am
by Frank.Costanzo
First one- Does the manual describe what armor, anti-armor values mean?
What exactly does the movement value mean? (Is it a distance related to a time duration?)
Also, I find the explantion in the appendix of the % modifiers for movement, vulnerability, etc.. confusing. I am having a hard time understanding the % modifiers in the terrain pop-up window.
Thanks
Frank
RE: Questions
Posted: Sat Mar 15, 2008 6:44 am
by JeF
Hi Frank,
What you're looking at is on page 130 of the Ref Manual.
Basically armor and anti-armor are "abstracted" values that can be used to assess the capacity of forces to destroy / be destroyed by another one.
Movement value is a percentage, giving the current speed modifier of the terrain.
Regarding terrain modifiers, they represent an efficiency, with 100% being the standard case. It gives the reduced efficiency : 80 for Mot speed on Med Rd Bridge means you're basically going to drive at 80% of your speed by traversing that bridge. Same for vulnerability (percentage to hit), visibility (probability to see), etc...
I hope this helps,
JeF.
RE: Questions
Posted: Sat Mar 15, 2008 6:51 am
by Arjuna
Welcome Frank.
ORIGINAL: Frank.Costanzo
First one- Does the manual describe what armor, anti-armor values mean?
Sure does see page 137 of the Reference manual. It's very easy to find things in the pdf manuals. just type whant you are looking for in the Find box in the Adobe Reader toolbar and it finds it for you.
What exactly does the movement value mean? (Is it a distance related to a time duration?)
We don't use the term movement value. We use speed which is km per hour.
Also, I find the explantion in the appendix of the % modifiers for movement, vulnerability, etc.. confusing. I am having a hard time understanding the % modifiers in the terrain pop-up window.
OK, lets use an example. The moveemnt modifiers for terrain can vary depending on the map. Let's say for example that woods on our map has a 40% modifier on foot movement and 10% on motorised. This would mean that the standard foot movement rate of 6 kph would be reduced to 2.4 kph in woods ( ie 6 x .4 ) and the standard motorised movement rate of 24kph would be reduced to 2.4 kph as well ( 24 x .1 ).
I hope that helps.[:)]
RE: Questions
Posted: Sat Mar 15, 2008 3:28 pm
by Frank.Costanzo
Guys, Thanks for the explanations. Things are starting to make sense now. I really like how the movement is based on kph, very realistic.
I noticed there is not a modifier for tracked movement in the terrain pop-up.
Also, the direct and area hit modifiers for open terrain are 33% of some maps. Does this mean there is a 33% chance of doing damage in open terrain. If so, it seems like a high mod for open areas.
Frank
RE: Questions
Posted: Sun Mar 16, 2008 12:33 am
by Arjuna
We do not model tracked vehichles separately from wheeled. This is on the wish list. It needs us to add another movement table and make a fair bit of code changes. We'll see how things pan out in the next few titles.
RE: Questions
Posted: Sun Mar 16, 2008 12:40 am
by Arjuna
re Direct Hit Effect Modifier. I take it your refering to the terrain popup when you right click on the map. This is because it automatically factors in the benefit to the target for being "deployed". If they were "undeployed" it would be 100%. It's just that in the majority of cases you will be firing at units that are deployed. We could have multiple values displayed, but that gets messy and so we opted for the deployed value.
RE: Questions
Posted: Sun Mar 16, 2008 2:09 am
by Frank.Costanzo
Oh, Okay, that makes sense now. If deployed is 33% then dug-in, or entrenched must really be a serious mod. Thanks for walking me though some of these things. I am really enjoying learning the nuances of the system. This has become my favorite computer game.
Frank
RE: Questions
Posted: Sun Mar 16, 2008 2:22 am
by Arjuna
You're welcome Frank and thanks for the feedback.