Simcountry
Forum General War Engine improvements

War Engine improvements

M
Myers

All worlds
30 Mar 2023 16:18Link
Andy,

I am now inclined to say that the war engine appears to have no bugs after all. Assuming it was designed this way though.
It ended being that I was not taking into account that during Stage 2 - Mini Round 1, the attacker units were calculated using about 1 in 16 attack weapons of each type, also.
That said, however, with all due respect I might not be choosing the right words but to my eyes the war engine even by working by design it is still broken cause it is infinitely unbalance.


World: Fearless Blue
Attacker country: FB La Clockwork Orange
Attacked country: Intramuros
Attacked country Federation: Yes, with some countries within range, but it makes no impact on this discussion.


Attacked Target: Town
Attacked target Garrison: Yes, details on screenshot
Other things to keep on mind:
  • Fighting Unit quality: Attacker weapons has higher quality than
R
rob72966

All worlds
31 Mar 2023 08:19Link
Thank you Nicolas for the time and effort you have put into this. Where I am no math wizard I can say with a high level of confidence that your equations and their outcome appear to be accurate. My opinion is based on the many wars I have experienced. I have placed multiple land units on / near targets and could see no noticeable effect. (not saying there wasn't just not noticeable) The defense with the combined help from a federation, along with mobile units air defense units and garrisons overwhelms a single offensive unit.
Not sure what the fix would be. As the game stands now an offensive war is cost prohibited.
I believe someone defending their home /country will fight much more ferociously than someone attacking another's home /country. This too should be considered. I guess the question is. How do we make the offense more effective while keeping a strong defense a major deterrent.
There are some highly intelligent play
M
Myers

All worlds
02 Apr 2023 00:00Link
Now, this new test has left me completely shocked.

I realized that we currently potentially have a way to test suggestion #B. It is not the same though, but it is similar.... The suggestion was to have offensive military unit bigger means that when divided by 16, the result amount will be higher that today. Hence, it is suppose to make more damage by using more missiles, etc.

Below test works with today's limit, which is a maximum of 900 units per land base weapon, but unlike common LRD of 900 oaamb/mrmb each, on this case I was able to use 4 and 5 different weapons with 900 units each. Why do I thought it would have been a valid scenario? Cause the defender weapons has a maximum amount of missiles available per mini-round, and by using more offensive weapons in the attack I thought it would have forced the defender to spread the missiles, reducing the impact on the attacker and opening a window to inflict more damage on the defender.
L
Lord Mndz

All worlds
02 Apr 2023 06:23Link
When attacking from base weapons are treated at base 120 quality, this is an old bug.
M
Myers

All worlds
08 Apr 2023 14:03Link
Andy ?
A
Andy

All worlds
13 Apr 2023 15:48Link
Thank you for the efforts to document and find out exactly how it works.

However, as I said before, not all the weapons you have involved in the attack produce results.
some are ineffective against the weapons in the location or the units you attack.

I will look into more details but we have recently looked into some more attacks and never found anything that seemed wrong.

The atacks take place weapon by weapon.
each encounter has its own details.
if the weapon is ineffective against the defenders, it does nothing.

if it is effective, it will either hit or not.

it is not a computation of so many against so many with some results.

it is one by one.

it is hard to imagine how this one by one attack can go wrong within the percentages as set for these weapons to function.