Jump to content

Recommended Posts

Would it not make sense that if an engineer is in the construction mode and has to move away and the hex in question isnot attacked then shouldnt the engineer be able to move back and continue on with the construction instead of having to start all over again?The fortification work that had been done would still be there.

Link to comment
Share on other sites

My guess is that the number of sides to a fort is important for gaining it's benefits depending on the direction that it is being attacked from. I assume that if you are attacked from a direction that hasn't been built to protect you, then the only benefit of a fort is additional entrenchment.

I agree, I feel "upgrades" developed during production of a unit should be available for purchase during production. Right now it's very "painful" to lose an entire turn to reinforce; upgrade; or elite reinforce at one point per turn! This is a great design (requiring time to pull a unit out of combat and let it rebuild it's strength) but having to lose a turn to upgrade a unit that has just been produced seems incorrect and frustrating.

Link to comment
Share on other sites

Appart from additional entrenchment, I don't know what other benefits a unit placed on a fort tile can get. Since the additional entrenchment does not depend on the number of sides, I don't see where the importance of the number of sides is.

Link to comment
Share on other sites

And that begs the question:

If a fighter unit is attacked by another fighter unit is this air vs ground combat or is it air vs air combat?

The game system doesn't seem to have any air vs air combat except when a fighter unit performs "escort" duty.

I guess I'd have to assume that fighters attacking other fighters is "strafing" but then the defending unit shouldn't be using it's "air attack".

And I'd probably have to say that I don't think air units should get entrenchment bonuses when defending against an air attack.

Link to comment
Share on other sites

I'm not an expert on aircraft hangers in WW2, but I suspect many aircraft were parked outdoors and didn't have hangers. I would probably consider any benefit from a "fortified" position to be from some well built anti-air gun emplacements.

Maybe I'm not understanding the combat system correctly. My assumption was that the defending unit's losses would be based on attack value minus the defenders defense value for that type of attack, while the attackers losses would be based on the defender's attack value minus the attackers defense value.

This is how I assumed "Special Forces" were made to be very good at causing damage but at the same time took a lot of damage themselves. The manual documentation isn't clear when it uses the terms "Defend Type Value" and "Attack Type Value". I'd like to see a specific example of combat with actual numbers used.

Link to comment
Share on other sites

Yes, all those other factors are extremely important, but it would be good to know for sure the basics of combat calculations.

If I have an "Army" that attacks another "Army", lets assume both have SA of 3 and SD of 1. Assuming all other factors are not important for this basic calculation, which if these calculations is how combat works:

Method A: The attacker does damage to the defender based on it's SA of 3, the defender does damage to the attacker based on it's SD of 1.

OR

Method B: The attacker and defender do damage based on SA-SD, thus in this case because both have equal capability they are going to damage each other with a combat value of 2 (3-1).

Link to comment
Share on other sites

No to Baron's inquiry. Mithel, you want to "know for sure"???? Excuse me...???:P There is also a + - 1 combat variable. You do realize that to represent a real world simulation of combat, you'll never "know for sure", Murphy's Law is always in effect.

Just do what I do and most other SC players, use the prediction numbers at the top of the map screen and know that they are imprecise. If you'll examine the combat target values and get a handle on target type definitions you'll gain an intuitive ability at prediction, but you'll never "know for sure".:D

Link to comment
Share on other sites

SeaMonkey, no, I'm not interested in knowing how the formula's work for playing the game, but rather for modding the game. I'm very interested in modding SC2 but it's foolish to modify something if you don't know how it works. Thus I need to know what the "attack" values and "defense" values mean in terms of combat.

As for playing, the prediction values at the top of the screen are terrific, they really make it easy to play. And I like the +/-1 unpredictability.

Link to comment
Share on other sites

I understand Mithel. To tell you from my experience as a modder way back in the SC1 days there are many idiosyncracies involved under the hood in the editor. Hubert has given us the tools to do things that probably he didn't even fathom at the moment of creation with the introduction and evolution of the SC2 editor.

That makes experimentation and dedication paramount to getting a feel for the game features and like I did, I suggest you set up different models and try things out. Yes its time consuming, but its a lot a fun especially when you unfold your creation to all these players that appreciate it.

We will all try to help you, but its a pretty complicated endeavor.

Wishing you all the best and good luck with your customizations.:)

Link to comment
Share on other sites

×
×
  • Create New...