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-   -   Reaction Fire (http://forum.shrapnelgames.com/showthread.php?t=52884)

lansoar June 19th, 2022 11:16 PM

Reaction Fire
 
I've long noted that Shrapnel's WinSP series is, fire round for fire round superior to the other major Steel Panthers offshoot SP:WAW, in terms of representation of the survivability of soft targets.

There is one element of the two engines that in a way brings the two engines' resolution of casualties more close together: reaction fire.

SP:WAW dealt with the cumulative impact of reaction fire differently vs WINSPWW2/MBT. The former restricts reaction fire, unless there's been an upgrade I'm not aware of, to two units reaction fire per fire round by the player attacking unit...and also allows the defending player the option to actually fire or not, vs. the default in WinSP....where most units within range of the attacking unit can respond with their own fire automatically.

For WinSP.......I'm finding more and more that the sheer volume of return fire, favors the reaction phase units vs the player controlled unit..... even in scenarios where the active player's unit has superior position, and/or weapons, morale and experience. The sheer volume of incoming reaction fire on the isolated unit inevitably creates suppression that is increasingly hard to reduce....coupled with casualties....even in ultra low to hit % situations. It's fairly predictable. The result is that is a situation similar situation to WAW under the SPIII engine....soft targets melt away. Fire away by the AI in reaction fire at an entrenched Soft unit, even with an unadjusted resolution of 1% (such as with conscripts) enough times and there's usually a casualty.....forcing the unit to hit the deck or in the absence of a casualty....increased suppression to the point that the unit is helpless.

Has it been considered to restrict the # of units that can respond via opportunity fire to a unit that fires on a target during that unit's player phase?

Thx.


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