Combat Mechanics - For Discussion
Posted: Thu Jun 16, 2022 10:04 pm
The combat mechanics in all the DC games and ATG is based on that developed for the original Civilization game. As a consequence there are some very unrealistic and occasionally bizarre results. I'm setting this thread up to get suggestions as to how to improve them. The combat mechanics consist of a number of phases. I'm going to set up a separate thread for each phase so that suggestions for a specific phase don't get muddled with suggestions for other phases.
The phases are as follows: Initial Match-up, Combat Round Setup, Target Acquisition, Hit Determination, Fire Result, Battle Result.
I've discussed this with Vic and he's open to any practical suggestions. I'm also hoping that he will supply some of the nitty-gritty detail.
Some definitions:
element- a distinct part of a unit. So if a unit consists of several types of troops, such as infantry, AT-guns, staff, machine-guns, etc. each type will be a different element. If there are many members of each type then they will be subdivided into individual elements. For example, if a unit contains 100 infantry then there will be 10 elements of 10 infantry each. Each vehicle and heavy weapon is a separate element.
I'll start the ball rolling with a description of the Initial Match-up. A battle consists of an attacking side and a defending side. All the elements on both sides are identified and listed. Then each element on each side is assigned a value which indicates how quickly that element will react to the enemy. The value is calculated based on several factors (I'm hoping Vic will tell us what they are). Then the elements are sorted highest to lowest using the value and the elements of the attacking and defending sides are merged based on the value.
Then the battle commences by stepping through the merged list and allowing each element to try to fire at the enemy.
The phases are as follows: Initial Match-up, Combat Round Setup, Target Acquisition, Hit Determination, Fire Result, Battle Result.
I've discussed this with Vic and he's open to any practical suggestions. I'm also hoping that he will supply some of the nitty-gritty detail.
Some definitions:
element- a distinct part of a unit. So if a unit consists of several types of troops, such as infantry, AT-guns, staff, machine-guns, etc. each type will be a different element. If there are many members of each type then they will be subdivided into individual elements. For example, if a unit contains 100 infantry then there will be 10 elements of 10 infantry each. Each vehicle and heavy weapon is a separate element.
I'll start the ball rolling with a description of the Initial Match-up. A battle consists of an attacking side and a defending side. All the elements on both sides are identified and listed. Then each element on each side is assigned a value which indicates how quickly that element will react to the enemy. The value is calculated based on several factors (I'm hoping Vic will tell us what they are). Then the elements are sorted highest to lowest using the value and the elements of the attacking and defending sides are merged based on the value.
Then the battle commences by stepping through the merged list and allowing each element to try to fire at the enemy.