Ground Combat: A simple question about complexity?
Posted: Fri Oct 21, 2022 2:01 pm
I have spent the last 3 days going through how ground combat works. The manual talks much about CVs and combat, but does not say so much about how the static CV value relate to the combat simulation performed by the game. For me, there has always been a mysterious disconnect my conceptualization of this.
Of course, I know you can just push counters around without understanding anything, but that is the least satisfying way to play.
I want to check if I understand the general process which the game uses.
Game data such as HQ/distance/MP/etc... checks feed into battle pre-combat. Game data such as TOE element parameters and dynamic unit/element values feed into the battle during combat. Conditions such as terrain or ammo stored feed into the battle during combat. CV values and modifiers feed into the battle outcome post-combat.
So, it is a five step process. (neglecting air combat)
(1) Determine what CUs and SUs will participate in the battle simulation.
(2) The sum of CVs for all participants will give you the initial CV total for both sides. This is an abstract representation of how the battle might go in a vacuum on a level playing field.
(3) The battle simulation will be run with the chosen participants (which is an iterative process simulating range and phases of battle). Various modifiers from game data may conditionally alter the engine's behavior such as ammo stock percentages or terrain limitations. At the lowest level, the interaction between device and element is simulated as a fire event which continues until all devices and elements have participated to the minimal range of simulation.
(4) Again compute the sum of CVs for the participants left standing.
(5) Apply the CV modifiers to the raw CV values of #4. Compare this step's CV ratios between attacker and defender to determine the outcome and other pluses or maluses which impact the engaged units in future battles and phases.
So, in summation the final CV ratio is not intended as way to get a trivial outcome as in some games by a single die roll. The final CV ratio is meant to condense a significant number of force multiplier coefficients and the simulated outcome into one understandable ratio. Kind of like a PH or PSI involves many atoms/molecules, but the single number gives a good generalization of the situation.
Am I finally illuminated (taken me about one year to get here)?
Thanks.
Of course, I know you can just push counters around without understanding anything, but that is the least satisfying way to play.
I want to check if I understand the general process which the game uses.
Game data such as HQ/distance/MP/etc... checks feed into battle pre-combat. Game data such as TOE element parameters and dynamic unit/element values feed into the battle during combat. Conditions such as terrain or ammo stored feed into the battle during combat. CV values and modifiers feed into the battle outcome post-combat.
So, it is a five step process. (neglecting air combat)
(1) Determine what CUs and SUs will participate in the battle simulation.
(2) The sum of CVs for all participants will give you the initial CV total for both sides. This is an abstract representation of how the battle might go in a vacuum on a level playing field.
(3) The battle simulation will be run with the chosen participants (which is an iterative process simulating range and phases of battle). Various modifiers from game data may conditionally alter the engine's behavior such as ammo stock percentages or terrain limitations. At the lowest level, the interaction between device and element is simulated as a fire event which continues until all devices and elements have participated to the minimal range of simulation.
(4) Again compute the sum of CVs for the participants left standing.
(5) Apply the CV modifiers to the raw CV values of #4. Compare this step's CV ratios between attacker and defender to determine the outcome and other pluses or maluses which impact the engaged units in future battles and phases.
So, in summation the final CV ratio is not intended as way to get a trivial outcome as in some games by a single die roll. The final CV ratio is meant to condense a significant number of force multiplier coefficients and the simulated outcome into one understandable ratio. Kind of like a PH or PSI involves many atoms/molecules, but the single number gives a good generalization of the situation.
Am I finally illuminated (taken me about one year to get here)?
Thanks.