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#1 |
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General
Join Date: Mar 2006
Location: Near Munich
Posts: 1,805
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New Battle engine
Although I do not really understand how the current engine for calculating the land battles work, I nevertheless suggest something new (
)I do NOT suggest that the player should do any commanding during the battle! What I suggest instead of randomly detemrining who shots at who, it should become largely dependant on the leader's (relative) skill of what divisions face each other. If the attacker is higher skilled, his tanks will face against enemy vanilla infantry or militia, smash them and thus get the attacker a breakthrough or encirclement event, for as long as it takes the defender to bring up reinforcments to contain the breach. This time would of course depend on the reserves speed, relative to the intruder, making speed important for battles, too. But if the defemnder is higher skilled, the attacking tanks will face defending infantry with AT brigades, thus making these maybe more worthwhile. I guess you get what I mean, basically, the commander with the higher effective skill gets to choose mroe engagements. With both commanders equal, each would (on the average) choose half of each forces to face one another, each of course taking the preferred combination for himself. Note that I wrote about "effective" skill. With this I meant that things as being outnumbered should play a role on the efefctive skill for that battle. Same as for river crossing, or attacking urban areas, amphibious assaults, tanks in plains, etc. Such situations would give one of the sides a boon or a malus. What do you people think?
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Let airplanes attack individual provinces Let ships block specific habours Fix the bug with Nat Chin leaders after Jap wins, namely that releasing Nat China via event makes them have NO leaders at all Fix the bug with Mussolini's Socialist Italy being neutral, instead of being in the axis and at war with allies |
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#2 |
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Sergeant
Join Date: Dec 2006
Location: You tell me???
Posts: 58
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Yeah.........I suppose you could break this down even further, by doing it so there are several skills to each commander.........such as:
These can have their own skill points, which the commanders learn over different battles. Each different skill can be a percentage of getting the next point in that skill. Say a max of 10 points per skill, each point increasing/changing the effects of the skill. There are obviously more........I just couldn't think of them
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I am not stupid, I just act like it until I'm powerful enough that I don't need to be smart. |
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