Re: Am creating new balanced MP scenarios
Posted: Tue Dec 17, 2013 3:42 am
German forces (three Panzer Divisions, three infantry divisions, attached units and aircraft):

And limbered up:


And limbered up:







You are like a spirit guide in my journey through the wilderness - a magic talking coyote in El Viaje Misterioso del Duque de Hierro. You are the keeper of arcane knowledge and wisdom who appears at key junctures to provide esoteric insight and revelation to the protagonist. On a narrative level, you appear deus ex machina to provide exposition and further the story by introducing new plot devices...ThvN wrote:I knew this day would come...![]()
So...a man wrote: .. there are known knowns; there are things we know that we know.
There are known unknowns; that is to say, there are things that we now know we don't know.
But there are also unknown unknowns – there are things we do not know we don't know. ”


Thanks. Do you have a link to your edited equipment file? I'll probably stick with the unmodded game and try and achieve balance in other ways, but I'd be interested in having a look...Uhu wrote:I even upgraded Deducter's equipment file/unit stats to make it even more historical and abandon the changes which were purely for gameplay variety. ...and of course I think my version is the most accurate!
- About prestige: that is a much harder theme... As already mentioned it depends from so many factors... Prior for gameplay for the choosen side in campaign... I wouldn't recommend to modify this because you got into a deep forest. And it has not such a big importance in a multiplayer game. I would leave the vanilla stats because I think they were tested for balance.
- About AA: since Deducter's German and Soviet air force modifiing (I play just East front dlc-s) the airforce of the enemy is not so vulnerable and the Germans not so strong! Many times I wished AA could be even stronger...So I would suggest that you look/use Deducter's or my (or else's) historical stats mod and you look for the results.
Half a star doesn't give any bonuses, but because your scenarios are large and feature many units it might be possible for some units to gain enough experience to get one, esp. strategic bombers and artillery. During campaigns, I've regularly seen freshly bought units of those types ending scenarios with a star, my record is nearly 2 I believe, with that E.555 bomber thing.the_iron_duke wrote:I'm using the stock equipment file. I think I had decided to give units an initial starting experience of 50 points (half a star) so a unit would lose a bit more than just prestige if it took damage. I think I might have forgotten to implement this and so everyone started with zero. On that subject, do you think giving 50 initial prestige a good or bad idea? You have told me before how experience has big effects at high levels so I went with something small, but not zero.
I haven't played that many multiplayer matches, but enough to notice that some units are much more desirable over others.Before discussing the A.A. issue, are there any other unit/unit types in the standard equipment file that you feel similarly might be in need of revision for multiplayer purposes?
There may be a fourth one, see below.I see three ways of progressing in my scenarios project regarding A.A.:
The gaming system is a bit too simple to make things really accurate, but improvements are certainly possible. I think MP balance is a good goal, this will require carefully tweaking the unit costs.1) Use a modded equipment file.
PROS:
- It would be excellent to have the game accurately reflect historical unit capablities and be balanced for multiplayer play.
Not a con for me personally, but I've made some write-ups about equipment for other modders already. The really hard part is translating all that knowledge into a set of consistent stats, which depends on what design goal you have. One of my own goals is to make some neglected unit types more attractive, which will require some stat boosts which are not very realistic.CONS:
- Historical/game mechanics expertise required
Yep. At that point, you have a full-blown mod, so you will have to promote its use to exploit the benefits.Requires challengers to download and mod their game (I presume) so it might make it more difficult to find opponents
Your PROS are important, but although it looks like a simple solution you will still have to test to find some balance point. Looks are important too, but the lack of coverage is a bigger problem, and the effects might not show up until after quite a few games. Especially as people become more aware of approximate locations and AA 'dead zones' and start attacking only units which are not covered by AA. Then you will have to rely on the fighters, which will become more important, and if you are not careful, slowly the balance will shift towards the air component. I have no doubt you can work out a nice middle ground, but it might take a while to get there.2) Use less A.A. units.
Accept the over-powered A.A. and use less of them, especially the attached heavy anti-aircraft units, like 88 mm guns.
PROS:
- The simplest solution
- Uses the vanilla game equipment file
CONS:
- The anti-aircraft component can look a little under-represented
- Means anti-aircraft is concentrated in little spots rather than weaker but covering a wider area
I like this one better, it's a bit like changing the rate of fire (RoF). Like you said, it will increase vulnerability, but not just by ground units. Be careful a strat bomber won't become able to supress an AA unit fully.3) Under-strengthening A.A.
One could reduce the set maximum strength of the scenario's anti-aircraft units.
As it is now, the medium A.A. guns typically inflict 2 damage points, while the heavies (like 88 mm) inflict four points. This means a couple of heavies together can protect a lot of units from air-attack and, with good dices rolls, take out a full-strength enemy aircraft in a single turn.
PROS:
- Easy to do
- Uses the vanilla game equipment file
Important cons
CONS:
- Makes the A.A. a bit more vulnerable to ground units
I put this one separate, as it is a bit complicated. Airplanes usually have around 20 ground defense, so it might seem easy to mod figures to get your desired loss rate, but there are hard-coded mechanisms in the game which help determine the effectiveness of AA:What sort of values do you think the A.A. units should realistically inflict? I was thinking of halving the amount of damage they do, so around one point damage for regular and two points for heavies. Despite their reduced strength, their ability to protect ground units in adjacent hexes is still highly potent and presents the same level of deterrence. So perhaps set the maximum strength of A.A. units to 5 or 6.
ThvN wrote:There may be a fourth one, see below.
This is classic ThvN "introducing new plot devices to further the story"!ThvN wrote:why not change the stats of some units by adding heroes to some units in your scenario?
It's difficult to draw conclusions about comparing aircraft losses from aircraft and anti-aircraft artillery as the figures are affected by the Allies' control of the skies, making ground-to-air anti-aircraft capabilities the more achievable way of destroying Allied aircraft as the war progressed. The ratio of losses to air and losses to anti-air in those charts gradually changes throughout the war: 3.5 aircraft destroyed by other aircraft for every one destroyed by A.A. in 1943 to 3.6 destroyed by A.A. for every one destroyed by other aircraft in 1945.ThvN wrote:A link for the USAAF losses per plane class over Europe:
Your're welcome, BTW my first name is Thomas, and my full name is out in the open in the PzC universe, so if you prefer my real name over my somewhat clumsy forum handle, be my guest.the_iron_duke wrote:Thanks for the info, ThvN.
What would I do? Trick question, depends on what set of experience modifiers you use, of course. There are two 'vanilla' options, use a fixed bonus for every unit class or use the newly introduced exp.pzdat (can be found in the main /Data folder) as per 1.20. I've modded this exp.pzdat already, so I'm not playing with a full deck right now, but giving your units 50 exp doesn't go against any of my principles...On starting experience for units, I'm not sure how big a bonus one star is. So I'm undecided whether to give no starting experience or 50 XP. What would you do...?
The Yakovlev family of fighters is very confusing, but let's simplify and say the Yak-9D was actually a long-range version of the basic Yak-9, and the Yak-9U was a refined version of the Yak-9M, which in itself was based on the Yak-9D, but with a better engine. So within the Yak series, the upgrades make some sense, but viewed in the light of other nations' aircraft, the PzC stats are lacking.I agree that some units are more useful than others for their relative cost. For example, the Yak 9-D fighter is more expensive than a Bf 109G, yet has less fuel and ammo and scores a -2/-3 when attacking one (and so comes out worse by one damage point).
Don't get me started, it's one of my pet strategies to try to think outside 'known' limitations (your quote from 21st December about the perceived limits of knowledge is very apt here, much appreciated). I always try to come up with a possible plan so devious that I risk being accused of witchcraft. To quote: "If it had a tail, you could call it a weasel."ThvN wrote:There may be a fourth one, see below.This is classic ThvN "introducing new plot devices to further the story"!ThvN wrote:why not change the stats of some units by adding heroes to some units in your scenario?
You'll be fine, I would feel guilty if I would have advised you to just mod the eqp file. It's not beyond your capabilities, but I think the results at this point aren't worth the effort, and your design goals can be met with much less work. While it may seem easy as soon as you know the ins and outs, all the games I've modded during the past years have had steep learning curves, and since you are on a very productive track with your multiplayer scenarios I would think it would be a waste of your time to research such extensive changes for relatively little gain.I think this is the best option. Creating a modded equipment file for general multiplayer play would probably be the ultimate solution, but is beyond my capabilities to produce. If one comes along I shall have a look at it. It would, in any case, be a relatively simple job to convert the scenarios to work with the different systems.
In the meantime, utilising heroes would be easy to implement and has the least drawbacks. I think I'll just use it for A.A. for the time being.
Bingo. Whatever works best in terms of game balance would be my aim for multiplayer modding. As soon as you start to try and achieve realism, you face a number of design decisions that would force you to change all AA/air units. And it might have a cascading effect, each change you make affecting unit stats all around. I've reverted back to the stock eqp file just to test some tweaks to experience bonuses, and as soon as I re-introduce my switchable AAA units I will probably end up doing another big round of tweaks. And by the time I'm finished, Soviet Corps will have been released, and if any new traits or modding options will be introduced I can start all over again.It's difficult to draw conclusions about comparing aircraft losses from aircraft and anti-aircraft artillery as the figures are affected by the Allies' control of the skies, making ground-to-air anti-aircraft capabilities the more achievable way of destroying Allied aircraft as the war progressed. The ratio of losses to air and losses to anti-air in those charts gradually changes throughout the war: 3.5 aircraft destroyed by other aircraft for every one destroyed by A.A. in 1943 to 3.6 destroyed by A.A. for every one destroyed by other aircraft in 1945.
I've done a bit of internet searching about A.A. effectiveness but haven't found much useful information. So I think the best way to come up with a figure would be to think about what would work best in game balance terms. I think making them only half as powerful, as I suggested, might be too excessive so perhaps reducing their effectiveness by 1/4 or 1/3?
Ctl+L is load game. I can't see a Hotkey listed for a pre-combat log.ThvN wrote:but if you use Ctrl-L (combat log, similar to pressing "L" after a combat) before attacking, you'll see the exact percentages
Could you clarify this? Are you suggesting giving 88mm -2 attack and no defense modification? And apply the same modifier to all A.A.? I think I'd prefer a single modifier to apply evenly to all A.A.ThvN wrote:For a rough indication, you can try giving the 88mm FlaK -2 attack, maybe less (-3). If you want an AAA to inflict two kills, and an aircraft has GD=20, try to have the attack (AA)at about 15, and for one kill AA=10 vs. GD=20 should be about right.
Or to quote from the same source: "as cunning as a fox who's just been appointed Professor of Cunning at Oxford University".ThvN wrote:To quote: "If it had a tail, you could call it a weasel."