Re: Red Army = most effective force !
Complete simulation of ERA would be very complex - it would need to account for the ERA effect (ie penetration degradation), for the ERA generation, for portion of surface covered by ERA and for number of tiles on said surface... A solution might be using two or three digit code (say "ERA" value 193) where first digit would be generation (as is now, 0 = gen. 1, 1 = gen. 2 or better), second would be no. of in-game "tiles" and third would be ERA effect divided by 10 (in this case the "3" would translate into 30 increase against HEAT and some increase - say 15 - against KE). But then forcing the game C++ spaghetti to decipher this would be (as I do imagine) extremely hard...
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