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Minodrin
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Finland
Dec 2001 time: 05:37
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Couldn't we have it so that it's the bombarded unit, not the unit airplane, that has a lethal-bombardment flag. Say infantry could never be fully destroyed by air power, but tanks, SAMs, Catapults, ships and so on could be destroyed...
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patcon
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quote: Originally posted by Minodrin
Couldn't we have it so that it's the bombarded unit, not the unit airplane, that has a lethal-bombardment flag. Say infantry could never be fully destroyed by air power, but tanks, SAMs, Catapults, ships and so on could be destroyed... |
Good point. Units which are concentrated are more susceptible to being completely destroyed by bombardment than units which are dispersed. There could be two flags: one for the bombarding unit which allows lethal bombardment; and one for all units which makes them susceptible to lethal bombardment. These flags could be effected by promotions.
There could even be a third flag for terrain, so that LB is less likely in wide-open spaces such as grasslands, plains, and oceans; but more likely in areas where your forces are more concentrated and confined such as mountains, forests, and coastal waters. This would make for an interesting tactical decision - do I put my forces on a mountain where they get a big defensive bonus against attack, but where a successful bombardment might be lethal?
When bombardment is attempted, first resolve whether or not the bombardment is a hit or miss, based on unit strengths. (I think that 's the way it's done now.) Then determine how much damage is done and whether or nor the bombardment is lethal.
3 LB flags - high probability of lethality
2 LB flags - medium probability of lethality
1 LB flag - low probability of lethality
0 LB flags - extremely low (but not quite zero, there is such a thing as a "lucky hit") probability of lethality
The probability could be the result of adding factors for each flag - attacker ability (starts at 20% and works up to 40% maximum via promotion), defender (starts at 40% maximum and works down to 20% via promotion), and terrain (from 0% for wide-open spaces up to 20% for confining terrain - remember these terrains already give a defensive bonus which lessens the likelihood of a successful bombardment in the first place, now we're talking about what happens if the bombarbment is successful).
0% - grassland, plains, oceans
10% - forests, hills, tundra, seas
20% - jungles, mountains, coastal water
There could even be a factor based on how many units are in a tile. After all, if there is a 50-unit SOD in a tile, those units would have to be more bunched up, so that a bombardment would be more likely to take out a complete unit. This could help put an end to the ridiculous notion of these huge stacks of units the AI is so fond of.
This may seem "complicated", but it would be behind the scenes and not something the normal player would have to deal with except at the end result level.
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sophist
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A simpler way might be to have the likelihood of a hit be proportional to the number of HP left. A unit with 5/5 HP will thus be 5 times more likely to get hit when bombarded than a unit with 1/5 HP. You could still have lethal bombard, of course, but it wouldn't be a separate category of thing. That would also make artillery more consistent with its real life use in softening up defenders.
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