A Feedback about the Random Generation
Posted: Tue Jan 29, 2013 2:46 pm
Hello,
I got to give it back. The current RNG model grows on you.
I can understand why I hated it when I was an inexperienced player. Back then It was frustrating but that was because I wasn't good enough. Now after 130 MP games under my belt, I rarely have a problem. Here are a few observations.
1) On Steamroller against steel units have 100 experience, it seems battles are more fierce. It seems the more XP a unit has, the more damage it does. It never happened to me before but 2 auxiliaries at 12 strenght did a fight. His unit destroyed 12 units to my unit and my unit returned fire killing 7 units!!! It was a WOW effect. Is this a grouping effect? Anyways It is was fun, even on the losing side.
In the paired game, I nearly lost my KT who attacks and lose 5 units of strength because of bad luck but survived next turn of 6 attacks with extreme luck, survived at 1 strength.
2) It really goes down to this : plan your attack. Never use an expensive units just to do damage, even if the odds are good. 20% of the time, it will put the unit in a dire position. For example, in the Frozen North, a KT defends a straight pass. Before ending my turn, I told myself... why not attacking that IS2 just in front of me. Odds are 3-1. I do it. But it is tactically POINTLESS to attack. I do it anyways and result is 1-3 for him. Next turn IS2 attacks and SU-100. But because of snow and KT 7 strength it survives but I smack myself for doing that useless attack in the first place.
3)Here is tactical exercise. In the paired game of Frozen North. JT (JagdTiger) is out of ammo at 5 strength. One su-100 attack. JT down to 4. Another SU-100 at 10 STR moves next to JT at 10. Odds are 2-0. No more units to move afterwards. Do you attack with SU-100?
Possible results:
A)Lucky and JT dies.
B)Less Lucky and JT gets damages but does not retreat (because of suppression)
C)Unlucky : Good Dices but not enough of them. JT is suppressed and retreats. Next turn JT is back to 10 units.
D)If you don't attack JT is in a bad position and must retreat next turn or do 1 reinforcement with little ammo (snow is bad for logistics).
At first sight I don't like the game model for this situation. It does not model reality. Why does the JT gets a free movement point in case of C and not other cases? That is the question
Possible tweak
-A unit that retreated last turn can only reinforce strpoints that would have been given if it didn't retreat. If a unit retreats while being surrounded by 3 units, it won't be able to reinforce next turn, it will have to do something else. (implementation is simple i believe (each unit has an additional field Last_Turn_Retreat_Count and when pressing Reinforce it would act accordingly).
What do you think about that?
I got to give it back. The current RNG model grows on you.
I can understand why I hated it when I was an inexperienced player. Back then It was frustrating but that was because I wasn't good enough. Now after 130 MP games under my belt, I rarely have a problem. Here are a few observations.
1) On Steamroller against steel units have 100 experience, it seems battles are more fierce. It seems the more XP a unit has, the more damage it does. It never happened to me before but 2 auxiliaries at 12 strenght did a fight. His unit destroyed 12 units to my unit and my unit returned fire killing 7 units!!! It was a WOW effect. Is this a grouping effect? Anyways It is was fun, even on the losing side.
In the paired game, I nearly lost my KT who attacks and lose 5 units of strength because of bad luck but survived next turn of 6 attacks with extreme luck, survived at 1 strength.
2) It really goes down to this : plan your attack. Never use an expensive units just to do damage, even if the odds are good. 20% of the time, it will put the unit in a dire position. For example, in the Frozen North, a KT defends a straight pass. Before ending my turn, I told myself... why not attacking that IS2 just in front of me. Odds are 3-1. I do it. But it is tactically POINTLESS to attack. I do it anyways and result is 1-3 for him. Next turn IS2 attacks and SU-100. But because of snow and KT 7 strength it survives but I smack myself for doing that useless attack in the first place.
3)Here is tactical exercise. In the paired game of Frozen North. JT (JagdTiger) is out of ammo at 5 strength. One su-100 attack. JT down to 4. Another SU-100 at 10 STR moves next to JT at 10. Odds are 2-0. No more units to move afterwards. Do you attack with SU-100?
Possible results:
A)Lucky and JT dies.
B)Less Lucky and JT gets damages but does not retreat (because of suppression)
C)Unlucky : Good Dices but not enough of them. JT is suppressed and retreats. Next turn JT is back to 10 units.
D)If you don't attack JT is in a bad position and must retreat next turn or do 1 reinforcement with little ammo (snow is bad for logistics).
At first sight I don't like the game model for this situation. It does not model reality. Why does the JT gets a free movement point in case of C and not other cases? That is the question
Possible tweak
-A unit that retreated last turn can only reinforce strpoints that would have been given if it didn't retreat. If a unit retreats while being surrounded by 3 units, it won't be able to reinforce next turn, it will have to do something else. (implementation is simple i believe (each unit has an additional field Last_Turn_Retreat_Count and when pressing Reinforce it would act accordingly).
What do you think about that?