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Engineer's Effectiveness
10-02-2009, 04:50 PM,
#1
Engineer's Effectiveness
Does the strength of an engineer platoon have any effect on that unit blowing or building bridges, destroying a wall and/or other engineer only abilities?

I ask because we all know any strength (from 1 -> 6) engineer platoon can lay smoke or clear a minefield but what about their other abilities. Especially now since JTCS has added more things they can do.

What about whether their in supply or not? Does that make a difference because again it makes no difference when they lay smoke or clear minefields... except they can't clear a minefield when they're disrupted.

To me it looks like the strength of units in this game does make a big difference during almost all activities from fighting and defending... you live longer by absorbing more losses in a firefight... :) to movement and visibility restrictions. So again... IMHO... the strength of an engineer platoon should make a difference in their effectiveness while performing any of these special engineer abilities.

So the root of my post is I don't know if an engineer's strength is a factor?
Good Hunting,
Reddog
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10-02-2009, 07:06 PM,
#2
RE: Engineer's Effectiveness
As far as I know, Eng SP is irrelevant to their traditional tasks of block and mine clearing, noting that minefield density is a factor.

Intuitively, it seems wrong to me that this should be so. I've helped lay wire, and the more bodies you have, the quicker it goes, usually.
If it is possible game mechanics-wise, a reasonable approach might be SP 4 or more- normal time, 3 or less- double.
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10-02-2009, 08:03 PM,
#3
RE: Engineer's Effectiveness
Thx for your comments...

I was thinking along the same lines as you where... as you said if possible within the programs limits... numbers (aka strength) should be a deciding factor on the randomness (if there is such a word) of success.

Does a Leader in the same hex assist in anyway to improve the odds for success in operations like mine laying and/or bridge laying to name a few? Or is only dependent on the engineer's time spent (1 or 2+ turns) on a particular hex?

I like the new options of what engineers can use and hopefully those new abilities would be considered by all the talented scenario designers we have at this Club and others.
Good Hunting,
Reddog
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10-03-2009, 06:07 AM,
#4
RE: Engineer's Effectiveness
Remember bridge building and mine laying engineers can only be used once.I think normal engineers can now repair damaged light bridge hexes.
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10-03-2009, 06:08 AM,
#5
RE: Engineer's Effectiveness
PS so if wanting to build a bridge use only one bridge building engineer might be faster with more but might need that other one later on.
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10-03-2009, 07:24 AM,
#6
RE: Engineer's Effectiveness
Thanks Von Luck for that good advise. You're right about being able to build small bridges right now with existing engineers. My Opponent in a current battle has done just that.

Now you've sparked another question from me. How do we track the difference between engineers who have built bridges and/or minefields and those that still can?
Good Hunting,
Reddog
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10-03-2009, 09:24 AM,
#7
RE: Engineer's Effectiveness
A question on Bridge/Mine Engineers capability. In order to do their thing, they must be non-disrupted. Which means, if disrupted before the task is completed, the work stops. Will the computer see this stoppage as the work being finished, (meaning no more bridge/mine jobs) or will it allow the job to continue to completion?

On a related issue, why do mine layers only get one job? Mines are only a type of munition, not very big or heavy, and if the Eng element/unit is in supply, why should it stop laying? Surely the laying of mines is a routine operation of war. I also doubt the reasoning behind mine layers not being capable of mine clearing?? ....unless of course it is a game engine imposed limitation.
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10-22-2009, 11:00 AM,
#8
RE: Engineer's Effectiveness
I like the idea of depleted (1-3 strength) having a lower probability of performing special tasks like mine clearing, bridge building, etc.

It would also be nice if your Bridge Building and Mine Laying engineers would show an empty bullet after successfully performing their once in a scenario task so you don't lose track and waste your time trying to use them again.

It would also be nice to see cumulative percentage adders per turn when your trying to build that bridge in the same hex same hexside turn after turn. Something like 20-30-40%, etc, etc?
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10-23-2009, 03:27 AM, (This post was last modified: 10-23-2009, 03:27 AM by umbro.)
#9
RE: Engineer's Effectiveness
a) Makes sense, resource dependent timing.
b) According to the manual they are supposed to show low ammo status after use.
c) It makes sense to change the way it is calculated now (where it is possible that the bridge is never completed) but one would have to tweak the percentages to give results similar to those expected from the current mechanism (perhaps start at 5% chance and increment 2% per SP per turn)

umbro
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10-23-2009, 05:40 AM,
#10
RE: Engineer's Effectiveness
Bridge building and mine laying engineers in the new format can only be used once ie once used the out of supply icon is displayed the empty bullet as Dan said.Think after that they revert to normal engineer status ie clearing mines blocks etc.These special units should be used wisely no point in putting 2 bridge engineers in the same hex to build bridge unless its the only crossing you need make.Not to sure if the engineer trucks need to be with them to make the process quicker ie equipment etc.
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