Randomness Compromise

PC : Turn based WW2 goodness in the mold of Panzer General. This promises to be a true classic!

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lhughes
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Randomness Compromise

Post by lhughes »

Hi,
I'm an owner of the original PC as well as 3 of its add ons (I played through most of the original PC and fully through 1939 and 1940). I am also an original player/owner of the the PG series as well as Open General. My preference would be to play more PC series than any of the other titles at this point. But the strong randomness of results stops me and instead I have gone back to PG2 and Open General. I know I am not alone in this given past posts. I know that one alternative the designers have generously provided is "chess." But no chance is rather extreme for the fortunes of war :-) Is there any chance for a 3rd option which gives randomness but scaled back? Maybe one parameter could be tweaked so this wasn't much work for the team? I think you might pick up a few more users by this means.

I imagine there is not enough bang for buck here for you but maybe if the change were very easy to implement? Thanks for considering.
Tarrak
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Re: Randomness Compromise

Post by Tarrak »

Yes PC can be viciously random at times but at least the original PG was at least exactly as random too. Especially with the increased effect of initiative in PG compared to PC it was a bloody gamble to win the ini roll. You managed it and your unit shot to opponent to pieces and took no damage in return, you didn't .. well it ended often then not other way around. Can't really comment on PG2 and Open General as i never played them enough.

While options in my opinion always are good so implementing something between the "chess mode" and the current certainly would not hurt i personally don't really think it's PC is in any way more random then PG.
huertgenwald
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Re: Randomness Compromise

Post by huertgenwald »

I have to strongly disagree with Tarrak. To me the combat results are entirely random. If you reload multiple times you're likely to see ANY combat result between +5 and -5.
So the "chess" cheat seems inevitable to me. IMHO ramdomness should be +- 1 to the prediction adding a -1 for rugged defense.
Last edited by huertgenwald on Tue Jul 31, 2012 11:26 pm, edited 1 time in total.
Tarrak
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Re: Randomness Compromise

Post by Tarrak »

huertgenwald wrote:I have to strongly disagree with Tarrak. To me the combat results are intirely random. If you reload multiple times you're likely to see ANY combat result between +5 and -5.
So the "chess" cheat seems inevitable to me. IMHO ramdomness should be +- 1 to the prediction adding a -1 for rugged defense.
I did say PC can be viciously random. But from what i remember from PG it was exactly the same there. The +5/-5 outcomes are certainly there but this are the extremes. If you do large enough sample of test fights you will get the the Gaussian distribution which means it's properly implemented randomness. If you like it or not is of course another question. :)
IainMcNeil
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Re: Randomness Compromise

Post by IainMcNeil »

I personally really don't like the idea of making the predictions more "accurate" as that's part of the fun. The excitement and uncertainty of combats mean you have to plan for the worst. The predictions are what would happen on average if you fought the combat 100 times.

I think there is a small hardcore who might like this but I think most people prefer the increased variations.

The other issue is the combat system makes it impossible to make it more accurate unless you change completely. You are rolling up to 15 attack dice and each can hit or miss. The chance depends on the situation obviously but any single combat can have 0-15 hits. You have to use a completely different mechanic if you want to get results that are closer to predictions.
lhughes
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Re: Randomness Compromise

Post by lhughes »

Ah! The explanation of the mechanic makes it clear to me. You are rolling a lot of dice. So there is not an immediately obvious way to avoid some very extreme results on rare occasions. Well that helps with understanding. I suppose you could still achieve the more moderate result though by simply capping the extremes. For example, you roll 6 dice. You only hit on a "6". But you only allow a max of 4 hits regardless.
I guess where I struggle with PC (compared probably primarily to PG2 and Open General.. it has been a very long time since I played original PG) is when my tank attacks an infantry in the open in early war and takes extreme damage from the infantry. Just seems like it shouldn't happen.
Interestingly this reminds me of debate of spearmen killing tanks in the early civ. Somehow they managed to remove those kind of mentally upsetting ;-) results in later versions.

But at least mentally I can maybe accept more now as "very rare"... Still I would prefer a more moderate "capping" that allows for less extreme results. Maybe I am just asking for that. "Variation +/- n but not more than n " :-)
Rudankort
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Re: Randomness Compromise

Post by Rudankort »

This is not what I would like to see as part of the official game mechanics, but similar to how "chess" mode works, I could probably do as easy as this: if combat pretiction is X/Y, the result is X+-2/Y+-2 or something. Just add a random number in the range [-2;2] to what "chess" already does.
deducter
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Re: Randomness Compromise

Post by deducter »

lhughes wrote:Ah! The explanation of the mechanic makes it clear to me. You are rolling a lot of dice. So there is not an immediately obvious way to avoid some very extreme results on rare occasions. Well that helps with understanding. I suppose you could still achieve the more moderate result though by simply capping the extremes. For example, you roll 6 dice. You only hit on a "6". But you only allow a max of 4 hits regardless.
I guess where I struggle with PC (compared probably primarily to PG2 and Open General.. it has been a very long time since I played original PG) is when my tank attacks an infantry in the open in early war and takes extreme damage from the infantry. Just seems like it shouldn't happen.
Interestingly this reminds me of debate of spearmen killing tanks in the early civ. Somehow they managed to remove those kind of mentally upsetting ;-) results in later versions.

But at least mentally I can maybe accept more now as "very rare"... Still I would prefer a more moderate "capping" that allows for less extreme results. Maybe I am just asking for that. "Variation +/- n but not more than n " :-)
This is a complicated issue. There are certain predictions which are almost never wrong. For instance, if you attack an artillery with a tank and it predicts 0-7, you will never get 5-0. When one unit completely outmatches another, extreme results are almost never seen.

Extreme results are more common when two units of comparable firepower meet. The JagdPanther vs the SU-100 is a good example, the prediction is in favor of the JagdPanther, but sometimes the SU-100 can completely turn the tables. I think this is fine.

The tanks taking damage from infantry in clear terrain in early wars is a result often of the player using either the Panzer IIIF (bad SA value) to attack or an inexperienced Panzer IVD. If you use a 3-star overstrengthed Panzer IVD to attack an infantry in the open, I guarantee you will never see bad results. If you use a 0-star Panzer IVD, then on occasion you might take some damage. And if you use a Panzer IIIF, then yes, you can take more damage than you should, but I personally think that is fine. The Panzer IIIF is meant to engage tanks while the Panzer IVD is better against soft targets.

It's not like these extreme rolls occur that often either. If you carefully keep track of the rolls, you'll find the vast majority falls roughly in line with the prediction with only a few extreme outliers. People tend to remember those outliers, which can help you just as much as they can hurt you. If you want a large sample of combat results, just check out the videos I made. There's good and bad luck on occasion here and there, but on the whole extreme deviations are rare.
lhughes
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Re: Randomness Compromise

Post by lhughes »

Thanks for all the thoughtful replies.
-- I am only suggesting this as a possible option like 'chess' option. certainly not as core. I understand you have design intent there :-)
-- IVD etc -- good points. I'm aware of the differences. I was upset with IVD vs infantry in the open early war (when adequate anti tank weapons to inf were very thin indeed). But maybe these results are too "memorable" and skew my viewpoint as you suggest.
-- The difference -anyone know how OG or PG2 do by comparison? Because I never experience this sense of extremeness in those games. So I am wondering why (not a complaint here but an analytic musing).
-- what I am hoping for -- I am trying to pin down more my concern. I think it is the *scale* of the bad result. I did a PzIVD against inf in the open and took 7 to 0 damage (if memory serves). And it wasn't the first time and it wasn't suprise etc. That is just too much (and too expensive!). So I think I am simply asking for a toning down option between the two extremes. My vague sense is an unexpected bad result in the earlier systems was maybe 3 to 0 (or so) when one was actually expecting a win. So looking for not extreme reversals :-)

Of course you could say 'go play the other systems.' But I would prefer to play this one :-) Just the extremeness of the reversals is hard to accept.. and kills play a bit (i.e. I am tight on $$ my PzIVD takes a 7 point hit and now is out of the scenario for what I can afford.. plus it's experience is hosed for some time to come).

THanks again everyone. I guess the key points to take away from above are: 1) wonder what the real difference is in fact from other systems, 2) is it that the results are so *strong* when reversals occur.
Tarrak
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Re: Randomness Compromise

Post by Tarrak »

7:0 with even a 0 experience PzIVD vs early war infantry should be nearly impossible in open terrain. The odds to gaining that are about same as winning a jackpot in lotto. Unless of course you met the special elite Belgium infantry unit in the low countries scenario ... if you examine their stats .. they aren't just normal infantry .. they are more like full platoon of Chuck Norris clones armed with nuclear rockets. :P
orlinos
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Re: Randomness Compromise

Post by orlinos »

lhughes wrote: I did a PzIVD against inf in the open and took 7 to 0 damage (if memory serves). And it wasn't the first time and it wasn't suprise etc. [...]
What was the weather at that time? I learned the hard way, that I have to be very careful during the rain. The weather cap takes away all the initiative advantage of the tanks. Add a bad initiative roll, good attack rolls of the enemy and you have a recipe for disaster.

If I cannot provide heavy artillery suppression during rain or snow I often decide to wait the turn away (using replacements, resupplying etc.). I'm too afraid to attack otherwise. :wink:
Piotr 'Orlinos' Kozlowski
lhughes
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Re: Randomness Compromise

Post by lhughes »

There is the possibility it was rain.. though I was on to that issue and starting to check. I guess a fair question is do others see these 0-7 kind of results? If not then I am off base and not being observant enough and must go back to tank school :-) (or only fight in the desert ;-) )
lhughes
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Re: Randomness Compromise

Post by lhughes »

Belgian infantry. Now that's interesting. IT was in fact in the low countries. Hunh. I want to register my complaint right now that at this stage of the war Belgians did not have nuclear tipped rockets :-) I find that completely unrealistic till late 1944.
4kEY
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Re: Randomness Compromise

Post by 4kEY »

I LoL when infantry pull a Hürtgen on my tanks in the open. I may even replay it :mrgreen:
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