Surrender?
Posted: Thu Jul 01, 2010 8:06 pm
Has this ever been discussed before?
It seems that it is somewhat unrealistic to have to crush and eliminate all encircled units when in the real war many surrounded forces--some of them very large--simply surrendered. This could be easily modeled in the game. At the beginning of each turn, a unit with zero supply would check against a chance of surrender. The chance would get progressively higher as the unit's effectiveness fell. If the check was met, the unit would offer surrender to the opposing player, who could accept or decline. You would get a message at the beginning (or end) of your turn that said "Unit Blah Blah (VII Corps) offers to surrender at a cost of 7 PPs. Do you accept?" Then you click yes or no. If yes, 7 PPs (or whatever, this remains to be worked out) is deducted from your account, the unit disappears and the hex reverts to your side's control.
To model the costs of taking POWs, there would be a PP cost to accepting surrender based on the number of steps (i.e., men) in the unit. The cost would have to be high enough to make the opposing player think twice. If it's too low, he will accept surrender every time. If it's too high, he never will. It should be somewhat comparable to your expected casualties from attacking (which are of course unpredictable). Actually, it should probably be higher. If it's always lower, people would choose to accept every time. But one benefit of accepting even with the higher cost is that cost would only be in PPs, not manpower. Whereas casulties of couse incur both types of costs. Or maybe there would have to be some small manpower cost to simulate prison guards but it should be very small.
Of course, if you let units get to zero effectiveness you can attack and be sure you will take no losses. But this takes a long time. You might have to have several units sit near the surrounded troops while you wait for zero. Those units might be needed elsewhere. This would be another reason to accept surrenders and incur their costs: freeing up rear echelon units for front-line duty.
I know that in the real war, POWs (especially on the Easter Front) were treated with horrible brutality. I don't see why this should make a difference to the game. Killing every unit to the last man ain't exactly humane in any case and most of the time it didn't happen in real life.
Anyone else like this idea?
I suppose there would have to be an exception for spawned partisan units or else no one would ever bother leaving troops behind to deal with them. Perhaps another condition of surrender would be that an enemy corps must be adjacent to the cut-off corps before it makes the surrender check.
I suppose that another problem would be that sometimes your opponent breaks your lines and relieves trapped units. If the computer is making a decision about surrender, it is using its "judgement" and not a player's. It might give up when the unit still had a chance of being saved. Perhaps another variable could be the proximity of friendly units and ZOC. If it's possible that they might reach the surrounded unit the following turn, the chance of surrender would be low. If the surrounded unit is five hexes behind the front line, which is completely covered by the enemy, then the chance would be much higher. In addition, after several turns go by, the likelihood of surrender would rise as the chance of relief dims and the hopes of the soldiers fade. Also, surrenders that make the player unhappy would mimic the decisions of field commanders who decided against the wishes of, or without consulting, HQ, which wanted them to carry on. So I think it works.
It seems that it is somewhat unrealistic to have to crush and eliminate all encircled units when in the real war many surrounded forces--some of them very large--simply surrendered. This could be easily modeled in the game. At the beginning of each turn, a unit with zero supply would check against a chance of surrender. The chance would get progressively higher as the unit's effectiveness fell. If the check was met, the unit would offer surrender to the opposing player, who could accept or decline. You would get a message at the beginning (or end) of your turn that said "Unit Blah Blah (VII Corps) offers to surrender at a cost of 7 PPs. Do you accept?" Then you click yes or no. If yes, 7 PPs (or whatever, this remains to be worked out) is deducted from your account, the unit disappears and the hex reverts to your side's control.
To model the costs of taking POWs, there would be a PP cost to accepting surrender based on the number of steps (i.e., men) in the unit. The cost would have to be high enough to make the opposing player think twice. If it's too low, he will accept surrender every time. If it's too high, he never will. It should be somewhat comparable to your expected casualties from attacking (which are of course unpredictable). Actually, it should probably be higher. If it's always lower, people would choose to accept every time. But one benefit of accepting even with the higher cost is that cost would only be in PPs, not manpower. Whereas casulties of couse incur both types of costs. Or maybe there would have to be some small manpower cost to simulate prison guards but it should be very small.
Of course, if you let units get to zero effectiveness you can attack and be sure you will take no losses. But this takes a long time. You might have to have several units sit near the surrounded troops while you wait for zero. Those units might be needed elsewhere. This would be another reason to accept surrenders and incur their costs: freeing up rear echelon units for front-line duty.
I know that in the real war, POWs (especially on the Easter Front) were treated with horrible brutality. I don't see why this should make a difference to the game. Killing every unit to the last man ain't exactly humane in any case and most of the time it didn't happen in real life.
Anyone else like this idea?
I suppose there would have to be an exception for spawned partisan units or else no one would ever bother leaving troops behind to deal with them. Perhaps another condition of surrender would be that an enemy corps must be adjacent to the cut-off corps before it makes the surrender check.
I suppose that another problem would be that sometimes your opponent breaks your lines and relieves trapped units. If the computer is making a decision about surrender, it is using its "judgement" and not a player's. It might give up when the unit still had a chance of being saved. Perhaps another variable could be the proximity of friendly units and ZOC. If it's possible that they might reach the surrounded unit the following turn, the chance of surrender would be low. If the surrounded unit is five hexes behind the front line, which is completely covered by the enemy, then the chance would be much higher. In addition, after several turns go by, the likelihood of surrender would rise as the chance of relief dims and the hopes of the soldiers fade. Also, surrenders that make the player unhappy would mimic the decisions of field commanders who decided against the wishes of, or without consulting, HQ, which wanted them to carry on. So I think it works.