Split artillery entrenchment level reduction

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comradep
Staff Sergeant - StuG IIIF
Staff Sergeant - StuG IIIF
Posts: 279
Joined: Wed Oct 18, 2006 7:47 pm

Split artillery entrenchment level reduction

Post by comradep »

There is currently no modifier for the entrenchment reduction of each half of a split artillery unit.

That means you can get double the entrenchment reduction you'd get from the non-split unit.

Possible options to address the issue would be to have each half of a split artillery unit either receive 1/2 entrenchment reduction, rounded down compared to the normal unit or to set the reduction at 1 for split halves regardless of the entrenchment reduction of the normal unit. Rounding up would still give an advantage to 3 entrenchment reduction guns.

Both options would penalize either 3 entrenchment reduction guns or 3-4 entrenchment reduction guns, but would work for all the others.

The general idea should be: don't split artillery units unless you absolutely have to.
Rudankort
FlashBack Games
FlashBack Games
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Re: Split artillery entrenchment level reduction

Post by Rudankort »

I think, this change needs to be implemented by scaling damage to entrenchment by unit's strength, compared to normal strength of the unit. But then the only reasonable way is to round to the nearest integer. So 10-strength artillery reduces by 2, 9- and 8- strength artillery still reduces by 2, but 7-strength reduces by 1 etc. This would also cover OS artillery (1.5x entrenchment reduction at 15) and all other cases.
Kerensky
Content Designer
Content Designer
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Joined: Wed Jan 12, 2011 2:12 am

Re: Split artillery entrenchment level reduction

Post by Kerensky »

Rudankort wrote: Sat Mar 28, 2020 2:39 pm I think, this change needs to be implemented by scaling damage to entrenchment by unit's strength, compared to normal strength of the unit. But then the only reasonable way is to round to the nearest integer. So 10-strength artillery reduces by 2, 9- and 8- strength artillery still reduces by 2, but 7-strength reduces by 1 etc. This would also cover OS artillery (1.5x entrenchment reduction at 15) and all other cases.
I think this is another case of over-complication of ruleset with sub-rules being a terrible idea. Stop doing it. :evil:

I don't want to stop and calculate on how my artillery unit will affect enemy entrenchment based on multiple modifiers. I'm base X plus or minus a % of my base strength adjusted for the rating of my trait. No, stop it. The unit does 2, 3, or 4 entrenchment damage. Done, easy to read, and understand. I don't have to recheck and recalculate if I'm on 7 strength 2 suppression and my trait says 3. It's just three.

It's hard enough to get people to look and read unit traits. Now you want to add something that overrides that information.

1. If people are splitting their artillery units, let them do it. Splitting is underused, any cool use people figure out for it is a positive thing
2. Splitting units makes them extra vulnerable to counter attack and death. Let the AI punish these weakened targets that risk taking players are exposing.
3. If you're splitting artillery just to be entrenchment busting (splitting arty does so little suppression compared to OS artillery), maybe there's too much entrenchment busting work in the base campaign? Let's see how more mobile addon content can get, and see if that discourages behavior we don't necessarily want.
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