Thanks everyone, the quality of the discussed really picked up lately!
(No offense taken and hopefully not given either)
Hopefully the devs by now realize their combat calculator is a little too random
for many of their players, and/or that the prediction isn't sufficiently accurate.
While I prefer a narrowed-down range of outcomes, let me take this opportunity to reiterate that the current combat results would be fine
if only the quick estimator provided enough valuable info!
If there is a 30% chance your attack will go horribly wrong, then this must be made known to the player (and not by having him check a details screen before every combat). Square and simple as that.
The suggestion (assuming a reduced variance isn't on the table) made above would be very useful:
To color the prediction in either green, yellow or red colour, depending on the quality of the prediction:
GREEN: 5-3 means the game tells you there are no unknowns. All relevant squares are visible (no surprise artillery backup etc), the enemy is out of entrenchment and/or suffers at least 50% suppression. Also, even with minimal luck you will still fire first (or even with max luck fire last!).
YELLOW: 2-2 means you can generally trust the prediction, but that there might be unexpected variables changing this. Such as a possibility for Rugged Defense, hidden arty, you attacking while surrounded by several enemy units (if that has any defensive effect) etc but mostly that the initiative counts of the units are so very close that an unlucky "roll" might give the "outliers" we're discussing. Yellow means "the predictor is accurate, except clearly defined exceptions, such as Rugged Defense et al" - the estimation in on par with Panzer General.
RED: 0-7 means what you have today: no assurances. There exists enough uncertainty or mitigating factors that the predictor can fail the way it does today for any number of reasons. In short, red means "don't trust the predictor" (which is sadly the case today - the whole reason for having this discussion in the first place)
Do note that these colors have nothing to do with actually
winning the combat. You could get a 10-0 prediction in green, as long as you're assured of wasting your unit for no gains at all!
In other words, if the current system is retained, there needs to be a convenient flag telling the player "you should really check the details screen before attacking. Either that, or add another artillery barge, move up a supporting mass attack unit, etc first".
It could well be that the current game is good enough, only that the game isn't good enough in giving enough information automatically. A case of too little automation, as it were. If the game makes the information known to the play, it also needs to collect it for him or her in a digestible (and quickly-accessed) format!
(And as always: yes, there should be an option to not colour-code the predictor for those who enjoys spending the time to find out for themselves)
This would help immensely in summarizing the available info for the player, so he can make informed decisions about when to go ahead and make the attack, and when he should support it better first; all without the rather lazy suggestion to check the details screen before every combat.