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Bombing Supply

Posted: Sun Apr 26, 2009 6:50 pm
by John 3rd
In our assault upon Bombay, Brad and I want to know just what damage is done when you score a supply hit? Is that 1,000 supply or 1% of the supply stock in that hex? Anybody know how that works?

Thanks!

RE: Bombing Supply

Posted: Sun Apr 26, 2009 6:55 pm
by 2ndACR
Bsaically 1% of the suppy at the base.......1st bomb hit does 1% damage, 2nd does 1% damage of the left over and so on.
 
Do 11+ supply hits and they took a big loss in supply.

RE: Bombing Supply

Posted: Sun Apr 26, 2009 7:48 pm
by herwin
ORIGINAL: 2ndACR

Bsaically 1% of the suppy at the base.......1st bomb hit does 1% damage, 2nd does 1% damage of the left over and so on.

Do 11+ supply hits and they took a big loss in supply.

Another place where they got it badly wrong. The game engine assumes the supply is stacked up in a single target zone and then applies a cookie-cutter. In reality, it gets spread out to create a constant target density (except on atolls and other small islands where there is limited storage space).

RE: Bombing Supply

Posted: Sun Apr 26, 2009 9:05 pm
by Nikademus
[8|]

RE: Bombing Supply

Posted: Sun Apr 26, 2009 9:15 pm
by rtrapasso
ORIGINAL: herwin

ORIGINAL: 2ndACR

Bsaically 1% of the suppy at the base.......1st bomb hit does 1% damage, 2nd does 1% damage of the left over and so on.

Do 11+ supply hits and they took a big loss in supply.

Another place where they got it badly wrong. The game engine assumes the supply is stacked up in a single target zone and then applies a cookie-cutter. In reality, it gets spread out to create a constant target density (except on atolls and other small islands where there is limited storage space).
Repeat to yourself: "It's a game, not a simulation" x 10000...

Then do again as necessary.

RE: Bombing Supply

Posted: Sun Apr 26, 2009 9:58 pm
by witpqs
Well, Bob, I know that. But I would love it to be a fairly accurate simulation that had the playability of a game. So Harry isn't the only one...

[Ducks and heads for the door at a run!]


RE: Bombing Supply

Posted: Sun Apr 26, 2009 10:02 pm
by Nikademus
and people , mostly on a volunteer basis, are working to fullfill your desire. Its a hard task however. Its much easier to talk vs. do.

RE: Bombing Supply

Posted: Sun Apr 26, 2009 10:08 pm
by rtrapasso
ORIGINAL: Nikademus

and people , mostly on a volunteer basis, are working to fullfill your desire. Its a hard task however. Its much easier to talk vs. do.

and despite our wishes (at least mine) it will remain a game and not a simulation.

It's been almost 2 years in getting an expansion of WITP out... Perhaps in 50 or 100 years (if there is still a civilization around that uses computers) we may get something that approaches the desires of players... then it will be old hat and folks will have moved on. [:D]

RE: Bombing Supply

Posted: Sun Apr 26, 2009 10:19 pm
by witpqs
I have it on good authority that we will all be sitting around freezing on a glacier without lighting a fire so as to comply with global warming regulations. [:'(]

WITP will be played with slide rules and dice. [:D]

RE: Bombing Supply

Posted: Sun Apr 26, 2009 10:24 pm
by Nikademus
untrue!

you'll be playing WitP on Xbox.

[:D]

RE: Bombing Supply

Posted: Mon Apr 27, 2009 4:26 am
by herwin
ORIGINAL: rtrapasso

ORIGINAL: herwin

ORIGINAL: 2ndACR

Bsaically 1% of the suppy at the base.......1st bomb hit does 1% damage, 2nd does 1% damage of the left over and so on.

Do 11+ supply hits and they took a big loss in supply.

Another place where they got it badly wrong. The game engine assumes the supply is stacked up in a single target zone and then applies a cookie-cutter. In reality, it gets spread out to create a constant target density (except on atolls and other small islands where there is limited storage space).
Repeat to yourself: "It's a game, not a simulation" x 10000...

Then do again as necessary.

Mutter, mutter...

RE: Bombing Supply

Posted: Mon Apr 27, 2009 4:30 pm
by Oldguard1970

herwin wrote:

Another place where they got it badly wrong. The game engine assumes the supply is stacked up in a single target zone and then applies a cookie-cutter. In reality, it gets spread out to create a constant target density (except on atolls and other small islands where there is limited storage space).

Weeelll... in this case I think the game does a fine job of abstractly representing reality. First, a bomb or shell might not hit any supply at all. (The game recreates that.) In real life, shells or bombs hitting supply points won't blow the heck out of everything. They wreck the stuff in the blast zone, less the effect of revetments and terrain, plus the effects of any secondary explosions. Oh yeah... there is a bunch of luck involved, too. (Game designer Goldilocks says: Easy... just assume each hit destroys one percent of what could have been destroyed. That will be too much for some real hits, and too little for others, but one percent is "just right" for the game. Besides, it is something the coders can do in their sleep.)

It works for me.