Zemke Wrote:I have some questions about the design thought process.
1. Is unit speed a reflection of acutal speed of the unit with in a given time frame, or a rather a reflection of planning processes and ability to make decisions in a timely manner?
It is no different than any PzC\MC Game - it is not how fast a truck or a tank can move at max or even Average speed - it builds in a lot of "Hurry up and wait". So we recognize that 10km/hr for a truck on a modern West German highway may seem low - but it works.
Quote:2. Next why do Attack Helo units have a zone of control at all. They could never hold the ground, the effects of the fires from the unit would be enough.
Because without a ZOC a gamey player would dance to take the shots away and then move passed these units "thumbing their noses at them". Has nothing to do with holding ground - more how you would like to drive down a road where fire could be covered buy these units.
Quote:Another question about artillery. I noticed the US MRLS has a one point adantage over an 8"in artillery unit in effects on soft targets. This seems very low compared to the real fire power differences in the two systems. MRLS can cover such a large area with just one rocket and everything in that area if hit. Depending on the number of rounds fired by an eight inch battery, it could easily cover the same area with fire, but I don't think the eight inch unit would be as efficent.
Sorry - I don't see the question here but from your statement I think you are thinking in terms of tactical fire and not any sustained fire over a three hour period - which might not be constant over the entire period either.
Quote:Infantry/Artillery/ question, infantry in trenchs seem to take a losses easily, which is reasonable on the first few rounds as no one would be under cover, but after everyone would be diving for their fighting positions with over head cover. Anyway it seems pretty easy to "break" infantry units with artillery. Now, if infantry are in the open or not dug in, then yes I could see the current loss rate and frankly feel it should be even higher. Artillery is the biggest killer of infantry who are not dug in.
Again - I don't see the question but let me assure you that "infantry in trenchs" don't take any more or less losses than any other Unit. The docs say:
"Like IP’s they (TRENCH MARKERS) benefit all units (men, gun, and vehicles) and offer the best protection that units can create during play."
...so the only difference is - in math terms 10 men = 1 gun or vehicle and FRACTIONS ARE ROUNDED DOWN, so if anything MAN units might have a slight advantage over Guns and Vehicles. But there is nothing that code does to treat Inf or even MEN units differently.
The Disruption and break code is based on the Fatigue built up - nothing different for Inf or men. People have suggested that HQs were treated differently but it is not the case.
Glenn