CPP Mechanic Thoughts and Suggestions
Posted: Tue Aug 23, 2022 3:27 am
So to start, the most recent patch changes around CPP are definitely a step in the right direction in addressing some of the issues with how the CPP mechanic works (thanks devs!). That being said, it raised some bigger questions around CPP that I wanted to discuss. This is not meant to discuss balance of the game at all only how the CPP mechanic works.
TLDR
1. Do most players enjoy how CPP works in the game and does it achieve its design objectives?
2. Does CPP do anything that the fatigue mechanic doesn't or couldn't do?
3. Could we get a game option to disable CPP? (my assumption at this point is CPP probably won't be removed from the game and a significant overhaul of how it works won't be done so an option to disable might be the most likely solution)
I realize these are fairly significant questions but the CPP changes in the latest patch really got me thinking about CPP as a whole and some of the drawbacks of it. On paper, the CPP mechanic seems like a good idea to try to simulate units preparing for a major offensive operation instead of just pushing forward every turn but IMO, I don't know that the current mechanic really achieves that goal (that is at least my understanding of what it is supposed to simulate). Instead it seems to mostly just cause a lot of micromanagement of units where experienced players end up cycling units and minimizing how much CPP each attack costs. But they still push forward attacking turn after turn for the most part.
The main drawbacks I see of the current CPP mechanic are:
1. CPP loss per attack was the same for any battle regardless of odds and other factors. This is partially addressed in the latest patch by having different CPP loss per type of attack and final odds but I think this is mostly putting a band aid on what is kind of a broken mechanic. You still end up with lots of micromanagement to minimize CPP loss, it just isn't quite as bad as it was before. Now the question is do I break up the unit into regiments to minimize the number of units losing CPP or do I try to do a hasty attack with enough strong units to push the odds high enough to only take 10-20% CPP loss. So better but still not great...
2. CPP loss can cause unlucky battles to have more severe consequences. An example is if you attack a significant battle at say 3 to 1 odds but get unlucky leader rolls and lose, if you had high CPP to get those odds than follow up attacks often have even worse odds meaning that single unlucky battle had a major negative impact on the turn instead of a small set back. In comparison, without CPP you would instead just have some additional fatigue, losses, and combat delay but probably can win on the next attempt and still have a decent turn.
3. CPP system is very similar to fatigue except its more swingy and less gradual. Without CPP, units are primarily limited by fatigue which makes them less effective and supply. Fatigue seems to be a more gradual mechanic in terms of how much is gained and how it lowers vs CPP which losing 50% of it after a single battle makes units significantly less effective very quickly.
These drawbacks lead me to question whether CPP is a good mechanic as it works currently or whether the game would be better off just having fatigue to slowly make units less effective so players have to rest/conserve their forces. So I wonder whether a game option to disable CPP would be possible or if the devs would consider more drastic changes to how CPP works? For more drastic changes, I would suggest something like making CPP a smaller bonus say 25% that takes a few turns to build up but it lasts for the entire turn that the unit first attacks and then is set back to 0% at the end of the turn. This makes it better simulate a build up and then offensive operation and minimizes most/all of the drawbacks. It also makes it more of a unique mechanic that works differently from fatigue and should require less micromanagement and address the clear issues that the latest patch are just starting to tackle.
Anyways, I'm interested in other players thoughts on CPP and see what is possible to continue to improve the game. I don't consider myself an expert and maybe I'm just missing something but personally I don't really find the CPP mechanic fun and rewarding but maybe I'm in the minority.
TLDR
1. Do most players enjoy how CPP works in the game and does it achieve its design objectives?
2. Does CPP do anything that the fatigue mechanic doesn't or couldn't do?
3. Could we get a game option to disable CPP? (my assumption at this point is CPP probably won't be removed from the game and a significant overhaul of how it works won't be done so an option to disable might be the most likely solution)
I realize these are fairly significant questions but the CPP changes in the latest patch really got me thinking about CPP as a whole and some of the drawbacks of it. On paper, the CPP mechanic seems like a good idea to try to simulate units preparing for a major offensive operation instead of just pushing forward every turn but IMO, I don't know that the current mechanic really achieves that goal (that is at least my understanding of what it is supposed to simulate). Instead it seems to mostly just cause a lot of micromanagement of units where experienced players end up cycling units and minimizing how much CPP each attack costs. But they still push forward attacking turn after turn for the most part.
The main drawbacks I see of the current CPP mechanic are:
1. CPP loss per attack was the same for any battle regardless of odds and other factors. This is partially addressed in the latest patch by having different CPP loss per type of attack and final odds but I think this is mostly putting a band aid on what is kind of a broken mechanic. You still end up with lots of micromanagement to minimize CPP loss, it just isn't quite as bad as it was before. Now the question is do I break up the unit into regiments to minimize the number of units losing CPP or do I try to do a hasty attack with enough strong units to push the odds high enough to only take 10-20% CPP loss. So better but still not great...
2. CPP loss can cause unlucky battles to have more severe consequences. An example is if you attack a significant battle at say 3 to 1 odds but get unlucky leader rolls and lose, if you had high CPP to get those odds than follow up attacks often have even worse odds meaning that single unlucky battle had a major negative impact on the turn instead of a small set back. In comparison, without CPP you would instead just have some additional fatigue, losses, and combat delay but probably can win on the next attempt and still have a decent turn.
3. CPP system is very similar to fatigue except its more swingy and less gradual. Without CPP, units are primarily limited by fatigue which makes them less effective and supply. Fatigue seems to be a more gradual mechanic in terms of how much is gained and how it lowers vs CPP which losing 50% of it after a single battle makes units significantly less effective very quickly.
These drawbacks lead me to question whether CPP is a good mechanic as it works currently or whether the game would be better off just having fatigue to slowly make units less effective so players have to rest/conserve their forces. So I wonder whether a game option to disable CPP would be possible or if the devs would consider more drastic changes to how CPP works? For more drastic changes, I would suggest something like making CPP a smaller bonus say 25% that takes a few turns to build up but it lasts for the entire turn that the unit first attacks and then is set back to 0% at the end of the turn. This makes it better simulate a build up and then offensive operation and minimizes most/all of the drawbacks. It also makes it more of a unique mechanic that works differently from fatigue and should require less micromanagement and address the clear issues that the latest patch are just starting to tackle.
Anyways, I'm interested in other players thoughts on CPP and see what is possible to continue to improve the game. I don't consider myself an expert and maybe I'm just missing something but personally I don't really find the CPP mechanic fun and rewarding but maybe I'm in the minority.