Scenario Design Questions Thread

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Tzar007
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Scenario Design Questions Thread

Post by Tzar007 »

I will start a "scenario design questions" thread in order for any scenario creators to ask and discuss questions related to scenario design and creation.
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Tzar007
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RE: Scenario Design Questions Thread

Post by Tzar007 »

Let me start with a first question:

When assigning units to your scenario from the MG estab template, any hints anybody on the kind of % values I should select for cohesion, freshness, morale, experience, training, fitness, aggro, stubborness? I also have the same question regarding the commander's values.

Also, will values selected for a high HQ (like a regimental HQ or divisional HQ) impact all units down the chain of command?

For now, I tend to stick to the predetermined values that come with the MG estab, although I have modified one or two parameters sometimes, according to my "historical feeling".
Golf33
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RE: Scenario Design Questions Thread

Post by Golf33 »

The values in the MG template file should give you a reasonable sort of guide. In the ScenMaker there are also text pull-downs next to the percentage field which can give you an idea of what the numbers represent. Average troops generally are around the 50% mark; troops around the 10-20% level are an untrained, panicky rabble; troops around the 80-90% mark are well-trained and battle-hardened veterans.

Cohesion is exactly what it is in the game. A unit whose cohesion is too low will stop and reorg; for example, units arriving by parachute or glider have their cohesion set to 0% on arrival automatically, to reflect the reorg phase (glider coup-de-main operations like Pegasus Bridge are not currently modelled, use a Ground reinforcement type for those). You can use low cohesion to model the effects of surprise since units will take a while to sort themselves out (like, get out of bed and pull their boots on).

Freshness is a bit confusing but it's actually the opposite of fatigue in the game. So a 100% freshness unit will not be fatigued at all. A unit with 0% freshness will show up in the game as fully-fatigued. Units over about 60-70% fatigue (i.e. under 30-40% freshness) are more likely than not to rest instead of carrying out orders. Use this to simulate the effects of a hard night march for arriving reinforcements, or to show troops in the middle of a tough battle, like in the Mook Right Hook scenario.

Most of the other values are self-explanatory but I should point out the difference between Stubbornness (for the unit) and Determination (for the commander). Stubbornness is the tendency of the unit to hold position or continue an attack in the face of fire or casualties. It reduces the probability of retreats and routs. Determination is the commander's desire to achieve his orders at any cost. It decreases the probability of breaking off an attack (for the AI only) or bunkering down in a probe.

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Steve Golf33 Long
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KNac007
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RE: Scenario Design Questions Thread

Post by KNac007 »

Steve, I have observed in the originl scenrios that units line units (companies, or platoons) don't have many times their values changed for commanders, ¿does that mean that we shouldn't care about changing values for commanders low in the CoC (coy & pn) because that won't have any effect in the game?
RayWolfe
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RE: Scenario Design Questions Thread

Post by RayWolfe »

My own experience suggests that tweaking these values does have an effect and is very good for balancing scenarios. If you’ve got the OOB right and the timings right all you can do, for a historical battle, is to get the balance reasonable with these adjustments.
Clearly one shouldn’t be too liberal i.e., making line units and their commander’s supermen, but a small tweak up or down can work wonders.
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Tactics
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RE: Scenario Design Questions Thread

Post by Tactics »

Are you guys using the current maps or do you plan on making new ones? Is this an individual thing or does anyone have plans/interest in a group project? I think it would be great fun to work as a group--picking the scenario and then dividing up the research and actual scenario making and map making duties.

Lemme know if anyone needs a teammate.
KNac007
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RE: Scenario Design Questions Thread

Post by KNac007 »

In my last scneario I have used Nijmegen and Arnhem maps and joined both, following plan is to do a new scenario based on Eindhoven, following the ideas I explained in other thread.

BUT I have a Utah and part of Contentin peninsula map allready done, I did it with RDOA. I will make an scenario about D-Day until the taking of Carentan.

I'm open to any project anyone wants. In fact, I would like to do the british flank of Normandy battle, including the various operations (Epson, Goodwood or whatever) in individuals battles. But first I have to get maps. If anyone it's interested in this...

P.S: if nyone wants the Utah Beach map just leve me a message and I will send it ;)
Golf33
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RE: Scenario Design Questions Thread

Post by Golf33 »

ORIGINAL: KNac007

Steve, I have observed in the originl scenrios that units line units (companies, or platoons) don't have many times their values changed for commanders, ¿does that mean that we shouldn't care about changing values for commanders low in the CoC (coy & pn) because that won't have any effect in the game?
The values will have an effect in the game. However, without specific historical data about a particular unit, we generally apply a set of values that would reflect a reasonable average for units of that nation, service and arm at the relevant period of the war. Where there is clear historical information about a particular coy or pl (which is pretty unusual) then we would set the values to reflect that units' combat performance.

Overall the values for minor units are not likely to have a major effect on the game, unless the values for all of one side's units are significantly better than the values for all of the other side's units.

Regards
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Steve Golf33 Long
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