Thread: Question Bombardment-delay mechanics
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Old April 5th, 2021, 07:08 AM
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Default Re: Bombardment-delay mechanics

Its really very simple

If the delay is fractional (<1) then the rounds will be falling at the end of the enemy turn/start of your turn to come. The higher the fraction, the less shells will be fired per tube - roughly based on 6 shots max per turn (.5 being 1/6) but rounded up. (6 shots seems to have been the intended max by SSI in the original game - but then they added experienced units getting more shots..)

If it is an AOP adjusting fire, then the delay added is less than for a regular HQ.

if the observer has no LOS to the impact, then the adjustment costs more.

Also note - if you want to adjust fire, do not press the HE (or smoke) buttons, instead go straight to the adjust button and move it. pressing the HE or smoke button to fire a the current hex is .1 delay whic is not added if you adjust without pressing the fire type button.

You have much more information in our game guide than SSI ever published in thier instruction pamphlet.

A couple of test games would give you all you need to know about calling arty. It is not rocket science.

NB - The exact number of shots fired in indirect fire also depends on the artillery type - tube arty, mortars and MRL all have different amounts of fire based on the ROF but not necessarily the same as the shown direct fire ROF. If you ar really interested then try firing s few missions with slow artillery and counting each and every round.

We wont be giving anyone the exact algorithms, ever - that was part of our NDA with SSI. We do give far more hints than they ever did though.

(edit - got my fraction 180 degrees out, .5 would be i out of 6)

Last edited by Mobhack; April 5th, 2021 at 10:45 AM..
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