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Panther bogging?


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Originally posted by Moon:

Mechanical reliability isn't modelled, i.e. there is no difference in the chance to bog between various models of tanks or vehicles (even if they were known to be especially prone to mechanical breakdown, e.g. the early Panther models). The only factors figuring in are ground pressure, ground conditions and speed.

The faster you go, the higher the chance for bogging. Somebody mentioned that going faster is better because you cover more ground in the same time as a slower moving vehicle - well, this isn't the case. The chance to bog depends on DISTANCE, not TIME, travelled. Charles had foreseen this little "cheat" while coding the game.

Now, one thing though - while mechanical reliability isn't modelled in detail, even on paved ground (read: on ANY ground in ANY situation) there always remains a tiny chance for bogging. Bogging does not always represent digging into soft ground, but a host of other incidents. Potholes on roads, even stones getting into the threads or just a bad link on the tracks - and so on. So in a way, one could say that bogging does represent that occasional technical failure if you want to think about it like that.

Martin

OK

Thanks for the clarification:

"Potholes on roads, even stones getting into the threads or just a bad link on the tracks - and so on. So in a way, one could say that bogging does represent that occasional technical failure if you want to think about it like that."

I would guess that is the final word on this one.

-tom w

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Originally posted by Moon:

The faster you go, the higher the chance for bogging. Somebody mentioned that going faster is better because you cover more ground in the same time as a slower moving vehicle - well, this isn't the case. The chance to bog depends on DISTANCE, not TIME, travelled. Charles had foreseen this little "cheat" while coding the game.

Moon, numerous tests done by myself and others in both CMBO and CMBB have shown that CM does indeed calculate bogging per unit of time, not distance.
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