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Relative ZOC costs

Posted: Mon May 02, 2022 8:28 pm
by Zebtucker12
The MP cost of moving from ZoC to ZoC must be proportional to the CV relationship between the unit moving and the unit exerting ZoC. -- Examples: A NKVD regiment does little to a German Infantry or Panzer Division moving in its ZoC. The 40 TOE Cavalry division moving Zoc-to-ZoC around the German motorized division pays a higher cost relative to cv values if the difference is big enough it should simply not work.


Maybe even increse the total amount of mps to allow for more fluidity but i understand if that might be too much work.

Re: Relative ZOC costs

Posted: Mon May 02, 2022 8:59 pm
by Stamb
so you wanna say that you dont want to see cavalry divisions, that is on the edge of shattering, moving like a snake between 90%+ TOE panzers and making beautiful pockets? ;)

Re: Relative ZOC costs

Posted: Mon May 02, 2022 9:26 pm
by DarkHorse2
@Zeb,

I understand what you are saying, but I am not familiar with any other game that has their ZOC mechanics implemented in that fashion. At least, not on the unit scale represented in WiTE2.

Does something come to mind?

I believe that WiTE2 does impose additional movement costs to smaller units for them to enter enemy hexes.

Re: Relative ZOC costs

Posted: Mon May 02, 2022 9:46 pm
by Zebtucker12
The Ageod games have a intresting system deciding if you can leave or enter certain hexeses depending on military control together with the CV level of the enemy forces.

Re: Relative ZOC costs

Posted: Mon May 02, 2022 10:13 pm
by AlbertN
There are many ways to implement ZoC.

Some games have a 'CV' requirement to exert ZoC. - As per a unit must be strong enough to 'spread out' or they simply guard their own hex. (Strategic Command unit that have 5/6+ hitpoints exert ZoC. Matrix World in Flames has corp / army sized units exerting ZoC, division sized do not).

Other games - not necessarily computer games - handle ZoC per unit type (motorized >> horse >> leg) in terms of what can move and how - or how it can affect a retreat. (Infantry retreating in a mobile unit zoc suffers, mobile unit retreating in infantry ZoC don't). -- That is roughly the Thunder in the East model (tabletop game - not computerized, WW2 Eastfront). Though Russian '41 cavalry units are all tiny units, that have no ZoC.

Some other games causes attack by opportunity if there is infiltration going on. (I doubt that is something that can be implemented as it requires a brand new code).

__

The issue of Soviets sneaking around and pocketing Axis formation is a known problem already underlined in a variety of AARs I believe.
The 'tiny and disposable' units of the Soviets - unready cavalries, NKVDs regiments or motorized assets, or even barely unready Rifle Divisions - that all contribute to the mix of encircling, cutting supply, harrassing by fitting in this or that swamp hex at the side of the road or act as CCP soaker.

These are just some of the fixes the game needs to be competitively playable from average players, human vs human.

That's at least my feeling.

But the list goes on.