The idea i have in mind is simple: the movement points and the movement costs will be multiplied by 10 for ground actions. This gives us room for more subtle movement costs which hopefully will ease the burden of the panzers while still making a difference for the types and the different tracks, which was the goal in the first place.
So if you have costs of -11 (instead of the normal -10) then you will have one less hex for values beneath 120 (e.g. a tank with former 12 MPs) and two hexes less for greater values. With the old values it would be a rigid number for MPs so either -1 or -2 which would be exactly the hexes you get less every time.
It should guarantee a minimum of mobility while limiting the maximum range in a better way.
Actually this would be something where i could use your direct help by beta testing this feature so we can adjust/judge it together.
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Ronald Wendt(4/23/2019 6:29:29 AM)
Here is a little table with some example values. I used 16 and 7 as max. & min. as these are the fringes of mobile units i saw when i took a glimpse at the movement values. Its just to see how it effects both of those ends. The values are x10 in the table as are the imaginary costs. The "hexes" is the maximum number of hexes such a unit could move with each having the costs above that value. You can see that with this "system" we can 1. cut down a high number as 16 hexes while still have a minimum movement on the low end (costs at 35) and 2. can do a lot more steps like at costs = 15 when 160 gets 10 (-6) hexes and 120 gets 8 (-4) instead of all units getting the same e.g. (-2 or -3).
Higher values will be more affected than lower ones, ensuring a minimum mobility. In theory this should be better, but i agree with AngrySwan you have to play with it. But i am sure its a step up for the winter rules and maybe some other areas.
