.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   WinSPWW2 (http://forum.shrapnelgames.com/forumdisplay.php?f=139)
-   -   Question: Terrain details (http://forum.shrapnelgames.com/showthread.php?t=49868)

BigDuke66 July 6th, 2013 11:42 PM

Terrain details
 
Is there any detailed information about the different terrains and what their effect is?
The Game guide seems to described them only in general, for example Fields:
"All farm fields provide some low level LOS cover for infantry & etc, especially if standing wheat crops."
Ok but is there any info on what "bonus" is provided by which field type?

Mobhack July 7th, 2013 02:20 AM

Re: Terrain details
 
There aren't any such detailed tables, and none on the internal game formulae etc because part of the original agreement with SSI was that such data was not to be made public to the end users. So we only talk in generic terms about stuff.

But even if the base code was 100% ours then we would not go into such detail either. There are far too many variables and if-then constructs in the game mechanisms for a simplistic listing of "Modifier Tables" as in some paper wargames since there basically aren't any.

Andy

gila July 7th, 2013 02:40 PM

Re: Terrain details
 
Simple logic is if you are in field with crops or high grass then you will get some cover as infrantry can lay low eh? but are not invunerable.
AFV'S gain some cover also as the top is only visable but still can recieve hits on the hull.
There are no cheats or tables. just learn by trail and error.

Warmonger July 10th, 2013 12:48 PM

Re: Terrain details
 
1 Attachment(s)
I've attached a terrain characteristics chart from Matrix Games. It's for WAW so I don't know how well, if at all, it applies to WW2 but from experience it seems to conform pretty well. Once again there are no numerical values only terms ranging from Very Poor to Excellent.

jivemi July 10th, 2013 11:38 PM

Re: Terrain details
 
Thanks Warmonger. I'd agree that Spww2 conforms largely to Spwaw terrain defense. Btw at first it seems odd that streams and canals are listed as "Good" while (wood) bridges and rivers are "Poor", but it makes sense when you consider that the former are narrow, like trenches, while the latter are either too wide or out in the open to do much good.

BigDuke66 July 11th, 2013 12:05 AM

Re: Terrain details
 
That list is a good example of giving the player info but not too detailed to be a look behind the curtain.
Would be nice if those familiar with the code & terrain could tell us if that list needs any correction.

Mobhack July 11th, 2013 08:43 AM

Re: Terrain details
 
See the Game Guide->Maps and Terrain Types

Andy

BigDuke66 July 11th, 2013 01:11 PM

Re: Terrain details
 
That chapter is why I originally came here, it describes the terrain but doesn't give a rating that can be compared with other terrain.

Mobhack July 11th, 2013 11:48 PM

Re: Terrain details
 
It gives you some general hints - and that is all you will get.

This game is not aimed at the "rivet-counter" (and extremely irritating to play) type of wargamer who had memorized each and every table and clause in the ruleset and who had analised them to death.

You learn what tends to work by playing the game and thus gaining experience, as would a real commander.

Andy

Imp July 12th, 2013 04:37 AM

Re: Terrain details
 
Its pretty straightforward really just relate it to real life, so houses are good & roads are bad.

Cross July 12th, 2013 09:12 AM

Re: Terrain details
 
Quote:

Originally Posted by Imp (Post 821121)
Its pretty straightforward really just relate it to real life, so houses are good & roads are bad.

I thought units on roads get the cover of the underlying terrain?

Imp is an experienced player, so this is a good example of why a defensive cover guide would be useful.

Not so that players can become 'rivet counters' - which I agree is annoying - but in order to play intuitively players should have at least general information. And I understand that the game designers are unable to provide that.

I did put together a defensive cover guide in the past, but I think it generated more questions than answers. The only way to answer those questions is testing.


Cross

Cross July 15th, 2013 11:24 AM

Re: Terrain details
 
Here's my most recent assessment, which is really just a 'starting point':

https://dl.dropboxusercontent.com/u/....guide.1.2.png

Let me know what you think is wrong.

Cross

Imp July 16th, 2013 01:20 AM

Re: Terrain details
 
Looks good enough to me though on the battlefield considering the ebb & flow of it I just keep it simple. Try to take advantage of the first 3 rows & avoid the last row if possible.
You can get silly complex & rate each terrain for its protection & detection properties, effectiveness vs artillery etc but you would spend ages figuring out what is the absolute optimum for that situation & what you need to achieve. Wisp of smoke there now improves those hexes detection rate etc etc.

Cross July 16th, 2013 09:54 AM

Re: Terrain details
 
Quote:

Originally Posted by Imp (Post 821186)
You can get silly complex & rate each terrain for its protection & detection properties, effectiveness vs artillery etc but you would spend ages figuring out what is the absolute optimum for that situation & what you need to achieve.


Hey John,

There is a long tradition in tabletop and hex board wargaming of publishing defensive tables with actual numeric values. I don't think that's needed in SP.

But at the other end of the scale is not having any idea if certain terrain types offer cover.

I'm the middle camp, where I don't want numeric values, but I would like more information than we have, so I'm not guessing.


Cross

DRG July 16th, 2013 01:55 PM

Re: Terrain details
 
Volcanic sand has only nominal height and zero density and therefore would be just barely better than beach sand as cover. It would therefore not qualify as "good cover".......at best "poor"


Don

Imp July 18th, 2013 04:27 AM

Re: Terrain details
 
Quote:

Hey John,

There is a long tradition in tabletop and hex board wargaming of publishing defensive tables with actual numeric values. I don't think that's needed in SP.

But at the other end of the scale is not having any idea if certain terrain types offer cover.

I'm the middle camp, where I don't want numeric values, but I would like more information than we have, so I'm not guessing.
Hi Simon

Yes I used to play hex war game a lot & definitive defence factors etc were clearly defined as was in general the terrain.
Hex games tend to be simple with LOS you can either see through it or you cant & detection rates don't vary. Also all the hexes are identical, I have no idea nor do I really need to if a density 35 woods hex offers marginally better properties than a density 26 one. I would guess yes at least on detection.
You are talking percentages though not scaled jumps.

Same with the different terrains the diffrences are often faily subtle not a leap from zero to +1
Rough or an entrenchment are obviously a big change from open ground but a field is not.

Given the nature of the game I rarely find myself wondering about the fine nuances in the different terrain. The tactical situation move points & LOS more drive things & you try to take advantage of the best you can.

Roads & rail could I suppose be clarified they probably are based on underlying terrain & its just the extra speed on roads that makes them seem worse.

I also & just me think orchards are worse than woods at least for detection & would say sand dunes are not on par with woods either.

The rest seem fairly obvious & I understand where your coming from especially if your just starting the game so have no gut feeling on how it works.
You have to be careful though its easy for a new person to try & ring the last 0.1% out of a unit by studying all the little things rather than getting on with playing the game & developing tactics.
I should know I am a bean cruncher at heart yet for some reason have never found the need to take this game apart.

Defining things is hard though take elevation AFVs for some vehicles I would rate it as poor for others excellent. All depends how much better or worse your turret armour is than your hull armour. No good being a bit harder to hit if the shot now kills if it hits.
Of course that's not strictly true either theres still some benefit to it in the right situation.

gila July 21st, 2013 04:57 PM

Re: Terrain details
 
Quote:

Originally Posted by Cross (Post 821123)

I thought units on roads get the cover of the underlying terrain?



I did put together a defensive cover guide in the past, but I think it generated more questions than answers. The only way to answer those questions is testing.


Cross

Well,I've heard being on roads and when fired on,you should get the the underlay terrian effect as grunts should dive for cover.
Not so sure with the AFV's however,pretty sure they don't get any help with cover when on roads as they brew up easily.


All times are GMT -4. The time now is 11:17 PM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.