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  #1  
Old December 28th, 2006, 02:47 PM
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Mobhack Mobhack is offline
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Default Re: Red Army = most effective force !

Any HEAT hit on a reactive surface will delete a point of ERA - whether the ERA defeats the warhead or not. With large HEAT warheads - 2 points can be removed.

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Old December 28th, 2006, 04:51 PM

Marek_Tucan Marek_Tucan is offline
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Default 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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Old December 28th, 2006, 06:16 PM
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Default Re: Red Army = most effective force !

conventional forces where extremely important during the 'cold war' since it was expected that war could start at any time. Both the USA and USSR spent huge amounts of resources building complex and expensive defense systems.

the 60s idea that nuclear weapons and the air-forces would completly replace ground conventional weapons never took place. Besides many of the tanks and apcs could operate in a nuclear environment. nuclear weapons and planes can't occupy or hold any terrain.

we are lucky militaty leaders never decided on a direct confrontation, I think they understood what nuclear war would mean.

yeah, there are several limitation the old sp code is showing.
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Old December 29th, 2006, 06:16 AM
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Default Re: Red Army = most effective force !

I'm not sure that "generations" would do it all re. ERA stopping power. Bear in mind that some modern "new-generation" ERA packs are lighter and less efficient to suit lighter vehicles.
Anyhow, I think that "generation" and "effect" variables would be redundant. Better get back to 2 variables and raise the number of "generations", each one with an upper limit of penetration/warhead size that it can stop. E.g. instead of having figures from 1 to 19, why not reaching up to 49 or 59, with more different ERA levels, from basic early-80s stuff to Kontakt-5 or similar, with several shades in between?

Just my 2c on an off-topic subject that cannot possibly be modeled in the game, I don't even know why I bothered
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Old December 29th, 2006, 08:59 AM

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Default Re: Red Army = most effective force !

You bothered because you care, as we all do.
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