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Tinkering with movement

Posted: Thu Apr 02, 2026 9:52 pm
by Cpl GAC
So, in theory, all things being equal, if you;

- Limit the roads;
- Make the Move Bias around 90 or less to compensate;
- Make ZOC Cost around 110 and Hex Conversion 110

That would make thing move a bit faster in the rear and more sticky at the front?

Re: Tinkering with movement

Posted: Fri Apr 03, 2026 11:13 am
by Lobster
Adjusted for the part of the world and when in history.

Re: Tinkering with movement

Posted: Fri Apr 03, 2026 8:43 pm
by Cpl GAC
WW2 Soviet Union v. Germany, 25km scale?

Re: Tinkering with movement

Posted: Mon Apr 06, 2026 5:20 pm
by Telumar
Cpl GAC wrote: Thu Apr 02, 2026 9:52 pm So, in theory, all things being equal, if you;

- Limit the roads;
- Make the Move Bias around 90 or less to compensate;
- Make ZOC Cost around 110 and Hex Conversion 110

That would make thing move a bit faster in the rear and more sticky at the front?
Move Bias below 100 reduces MPs. IF I undestand the logic correctly you want to compensate for the scarcity of roads by increasing MPs. As a lack of roads costs more MPs. In this case you need to set Movement Bias to a number higher than 100.

Re: Tinkering with movement

Posted: Mon Apr 06, 2026 7:38 pm
by Cpl GAC
My mistake - I thought Movement Bias was calculated as X/100 so if X is any number under 100 it made the unit faster.

Yes - I want to "mostly" compensate for the scarcity of roads; easing the MPs for crossing rivers and through forests, and, I want it to be sticky for units on the front line moving or disengaging.

I'm trying to have mobility in the rear not be as good as if there was an adequate road & bridge system, but not too punitive, and once engaged the opposing sides keep constant pressure on each other.

Re: Tinkering with movement

Posted: Mon Apr 06, 2026 9:11 pm
by Telumar
Oh good that we clarified this. :) Interesting approach. Yes the settings would have to be fine tuned / tested which values feel right.