More info required in the Combat Screen
Posted: Sun Jul 02, 2023 1:04 am
Combat is a bit of a dark art and it would be helpful to have a few more pieces of information:
1. In the Graphic screen, when you click on a unit at the end of the battle, include the reference number for the unit in the header of the modal window so it can more readily be referenced in the Detail screen.
2. In the Detail screen, show the actual numbers that were rolled to try and achieve the hit or miss and then explain the reason it is either a pin (reducing readiness), a retreat, or a kill.
I understand the hit/miss aspect of generating a random number between 0 and the modified attack vs modified defense. But I don't understand what the calculation is to generate a pin, retreat or kill.
3. Would be great to have the three combat screens saved for the turn so they can be referenced again after they are closed - and also saved for combat that occurs during the AI turn so the player can better digest the results of the history.
1. In the Graphic screen, when you click on a unit at the end of the battle, include the reference number for the unit in the header of the modal window so it can more readily be referenced in the Detail screen.
2. In the Detail screen, show the actual numbers that were rolled to try and achieve the hit or miss and then explain the reason it is either a pin (reducing readiness), a retreat, or a kill.
I understand the hit/miss aspect of generating a random number between 0 and the modified attack vs modified defense. But I don't understand what the calculation is to generate a pin, retreat or kill.
3. Would be great to have the three combat screens saved for the turn so they can be referenced again after they are closed - and also saved for combat that occurs during the AI turn so the player can better digest the results of the history.