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FWWC - Movement Elevation Modifier
06-26-2017, 03:04 PM, (This post was last modified: 06-28-2017, 03:03 AM by BigDuke66.)
#7
RE: FWWC - Movement Elevation Modifier
(06-23-2017, 05:09 PM)Volcano Man Wrote: Maybe I am not fully understanding the issue, but 10 MP per 100m elevation is basically a standard amount for all FWWC, PzC and MC games since the beginning. It was a value that was decided to be sufficient enough to not be considered insignificant and it has been in use for some 15 years or so.
As I said I saw 2mp in some PC titles, unfortunately I have cleaned up my drive in the meantime but I think it were some newer titles.

(06-23-2017, 05:09 PM)Volcano Man Wrote: Also, your comparing road movement in FWWC to elevation penalty and this is not directly comparable in distance. If you have ever tried marching up 100m slope over a distance of 1000m (maybe you have!) then it will slow your forward progress. That is what the elevation modifier is for, its not a literal cost to move up 100m in height, it is simply the extra effort spent moving up that elevation that penalizes the overall distance the unit moves. Keep in mind that the elevation change in the game doesn't mean the units are stepping up an abrupt elevation change, instead on the actual map it usually means a slope across the full distance of the 1km area. So, if you march up elevation change of 100m over the distance of a 1000m hex, then I imagine that this would likely slow your overall progress by ~1000m overall. It is not unreasonable to me at least.
While that is a perfect explanation for the reality I doubt it can by applied to the game because of the all artificial limitation of hexes, turns, movement points, etc..
The Problem here is that the rather harsh elevation levels of 50 meters will ignore any slight rises that occur over several kilometers and that are a small factor to the marching speed. That means instead of a slight factor that is applied over a long distance & time(means every turn a bit MP cost) there is suddenly a big factor that considerably slows the traveled distance for that turn. I doubt that the turns where I don't have to pay MP for elevations counter the turns where I barely get ahead because of the MPs for the elevation are so big that combined with the hex costs a lot of the MP are left unspent.
Besides this we can't save movement cost for the next turn and by that any big factors will impact marching speed much more in a single turn, and again I doubt that the loss in that turn is counter by any possible benefit in the other turns. Just had a unit that didn't go any further because the hex + elevation cost was 8MP but it only had 7MP left, that means almost a third of the units MP forfeit because.
Last but not least there is no benefit of moving an elevation down, while downhill surely can't be judged the same way as uphill some MP saving seems plausible especially if the uphill costs are so high.


(06-23-2017, 05:09 PM)Volcano Man Wrote: All that said, sure I suppose someone could argue that 10 MP / 100m elevation is too much all these years, and you can change it to 5 MPs if you like. That said, since it is has been this way all this time then I am inclined to leave it. Wink
I had just thought about 8MP on 100 meters instead of 10 because it would make a difference between cross country and road movement in that the later could still make 4 kilometers while cross country only 3 kilometers.
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Messages In This Thread
FWWC - Movement Elevation Modifier - by BigDuke66 - 06-02-2017, 04:57 PM
RE: FWWC - Movement Elevation Modifier - by Al - 06-24-2017, 10:03 AM
RE: FWWC - Movement Elevation Modifier - by Dion - 06-24-2017, 10:07 AM
RE: FWWC - Movement Elevation Modifier - by Dion - 06-24-2017, 10:31 AM
RE: FWWC - Movement Elevation Modifier - by BigDuke66 - 06-26-2017, 03:04 PM

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