I've given some though, Math Guy et al, to what you had to say about SA vs GD, and the a-historical casualty rates we're seeing now.
Another poster had it just right, (apologies, I don't recall who, but you know who you are) when they pointed out, that the key to making a useful simulation is rigorously ensuring that each component accurately simulates some mechanism of the greater system. If you can do that, you can nuance your values, and get an adequately (however you define adequate) close match to empiracly observed outcomes. If you just womp-up some collection of equations (Lanchester's for example) that you fondly imagine will give the same curve as you've observed, you find you will only approximate reality for some limited area of the natural curve. This is usually accepted as adequate, and not just in games either. The k constant used to describe compression of a spring under load works nicely ony in the middle of the curve: at either end it's way off. It is very easy to test your model by reductio ad absurdum , testing it with extreme cases and seeing if it turns to s**t.
Well, HoI combats fails this test right now, as proved yourself with your analyses of casualty rates. What to do?
Fix the components. As it stands, most things aren't doing what they are supposed to do. Dunnigan points out in "How to make War" that in WWII only 3% of casualties were caused by small arms, 67% from artillery, and the rest by environmental attrition (the clap, and drunk driving
)
So, most infantry advances should contribute to GD, not SA: things like submachineguns are for suppressing fire, not slaughter, and making the other guys leave your artillery boys alone, while they are killing them. In fact, most of these things are more effective in defense. Artillery on the other hand, kills the enemy, whether in attack or defense, though much more effectively in the latter (guys moving in the open through killing zones) So first we adjust the techs appropriately.
The second component we need to adjust, is the attack/defense percentages, now modded by weather, rivers, day/night etc. There is no particular reason why the base value of this should be 100%, after all, barring a turkey shoot like on the Finnish ice, the overwhelming majority of a division's tubes aren'y pointed at anything. I suggest we make this base value 20%, adjust all other modifiers accordingly, and we will much more quickly approach Math Guy's goal of historical casualty rates.
And while I'm ranting, I also propose that the C&C techs also raise this. The better reconaissane techs would certainly allow you to point more and more of your tubes at enemy, as you got better and better intelligence on where they are.
CRAP!! I'm late for work. Well, that is the rough outline anyway.
BtW, the real ideal thing to do, would be to change some source code, so that attacker or defender % changed the chance of achieving a hit with each point of SA, then we could really nuance our outcomes with sublety.
-from Hastur by the shores of Hali
Another poster had it just right, (apologies, I don't recall who, but you know who you are) when they pointed out, that the key to making a useful simulation is rigorously ensuring that each component accurately simulates some mechanism of the greater system. If you can do that, you can nuance your values, and get an adequately (however you define adequate) close match to empiracly observed outcomes. If you just womp-up some collection of equations (Lanchester's for example) that you fondly imagine will give the same curve as you've observed, you find you will only approximate reality for some limited area of the natural curve. This is usually accepted as adequate, and not just in games either. The k constant used to describe compression of a spring under load works nicely ony in the middle of the curve: at either end it's way off. It is very easy to test your model by reductio ad absurdum , testing it with extreme cases and seeing if it turns to s**t.
Well, HoI combats fails this test right now, as proved yourself with your analyses of casualty rates. What to do?
Fix the components. As it stands, most things aren't doing what they are supposed to do. Dunnigan points out in "How to make War" that in WWII only 3% of casualties were caused by small arms, 67% from artillery, and the rest by environmental attrition (the clap, and drunk driving
So, most infantry advances should contribute to GD, not SA: things like submachineguns are for suppressing fire, not slaughter, and making the other guys leave your artillery boys alone, while they are killing them. In fact, most of these things are more effective in defense. Artillery on the other hand, kills the enemy, whether in attack or defense, though much more effectively in the latter (guys moving in the open through killing zones) So first we adjust the techs appropriately.
The second component we need to adjust, is the attack/defense percentages, now modded by weather, rivers, day/night etc. There is no particular reason why the base value of this should be 100%, after all, barring a turkey shoot like on the Finnish ice, the overwhelming majority of a division's tubes aren'y pointed at anything. I suggest we make this base value 20%, adjust all other modifiers accordingly, and we will much more quickly approach Math Guy's goal of historical casualty rates.
And while I'm ranting, I also propose that the C&C techs also raise this. The better reconaissane techs would certainly allow you to point more and more of your tubes at enemy, as you got better and better intelligence on where they are.
CRAP!! I'm late for work. Well, that is the rough outline anyway.
BtW, the real ideal thing to do, would be to change some source code, so that attacker or defender % changed the chance of achieving a hit with each point of SA, then we could really nuance our outcomes with sublety.
-from Hastur by the shores of Hali