RagingPencil (White Giant) | Sunday, November 13, 2011 - 01:51 am Played around with the idea of a simulator using information from war documentation. Combat Sim (New Window)
- Single Weapon vs Single Weapon (Even the thought of target priorities and multiple units hurts my head.. Maybe in the future)
- Complete log option
- Using info (possible outdated/incorrect) from weapon war documentation such as Hit % and damage %.
- Able to generate random damages where needed (0.001% to 1% damage for example)
- As per war docs. Max 16 rounds. Each round, attackers send in 1/16th (war docs say 1/16 APPROX) of total attack force and calculated from initial total number (not between rounds)
- Assumptions: combat is done one weapon at a time and fires at the specified rate found in war docs for each weapon (light tank fires 50 times / round?)
- No ability for missile interception
- Cause i'm cheap and don't like to waste real guns
Note: Script is messy at present and will be slow for large numbers I have yet to add many weapons as I wish to receive feedback on debunking assumptions and if my interpretation of war docs is reasonable. War Doc > War Features > 30. The details of attacks and the way the defense reacts
Quote:Stage one: Inventory of the participating weapon systems. When an attack is launched, the war engine starts by collecting data on both the attack force (most times an army unit), the ammunition that is available to the army unit and all the details on the defending forces. The weapons of the attacking army unit are easily counted. The weapon systems that are selected to participate in the attack are specified by the attacker. There are no other parties involved in an attack. The available ammunition for the weapon systems is also taken into account. If any of the weapon systems is out of ammunition, it will not participate. If the army unit is out of supplies or gasoline, it will not be able to participate. The defending garrison weapons, stationed at the attacked target, that are potentially effective against one or more weapons that are used in the attack. Such weapons will participate if the ammunition that is needed to operate them is available. The defending forces may also include defensive air force wing of one of the federation members who are within range of the attacked target. The federation forces must be within range of the attacked target. If the attacked target is a navy ship or a carrier, the federation forces must be within range of that navy. All ranges of all the weapon systems are specified in the weapons document. The war engine counts the available weapon systems that are within range for each member of the federation. One of the federation members can contribute one air force unit but participation depends on the percentage of forces committed to the defense of federation members. If the federation rules call for a 50% participation in the defense, the federation member will in fact participate in about 50% of the defense events. The best-equipped air force unit will be sent to support the defense. Some federations commit 100% of their defensive air force. Some commit much lower percentages. Independent of the percentage of forces that was committed by each member of the federation, the participation is limited to one air force unit. Once the numbers of all participating weapons are collected, the attack proceeds to the next stage. Stage two: Executing the attack Each attack round in Simcountry is executed as a series of mini attacks and defense actions, each using part of the available resources. Up to 16 mini rounds of fighting can be identified in each attack round but many times, some of them will not execute because weapon systems are already destroyed, or out of ammunition. The defense starts the first mini round. It uses one sixteenth of the available defense weapons (counted and validated in stage one) to attack the offensive forces that are ready for the attack. This mini counter attack can destroy some of the missile launching batteries. If many defensive missiles are available and the attacker has missile systems involved in the attack, some of the attack batteries may be destroyed before they even fired once. If the defense has a very large number of these batteries and the size of the attack is small, potentially all of the attacking batteries could be destroyed in the first mini round. This is unlikely and in most cases, only a small part of the attacking force will be destroyed in the first defense round. Following the defense, a first mini attack will take place with about 1 in 16 attack weapons of each type, attacking their target. The force of the attack may be reduced by anti missile missiles that the defense can deploy to stop any incoming missiles. Also here, only one in 16 of the available missile interceptors will be used in each round. The attack will in most cases cause destruction, although the size will depend on the numbers of weapons already destroyed in the first defense round and the number of intercepted missiles. The first mini attack round will be followed by another defense round that will be executed in the same way the first defense round was conducted. Depending on the remaining numbers on both sides, there will be more losses to the attacker, followed by more attack rounds and defense rounds. The attack will be completed after 16 rounds. In many cases, either the defense weapons or the attacking forces may have all been destroyed or have fired all the available ammunition. If the defense falters, the attack will continue, uninterrupted by any defense rounds. If the attacker is exhausted, the complete attack will be terminated.
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RagingPencil (Little Upsilon) | Sunday, November 13, 2011 - 02:50 am Minor problem, need ideas. If it uses 1/16 of attack force to attack, with if there is less that 16? Currently if it's less then 16, it will use 1 no matter. Problem with this is, if you use 1 Cruise missile vs base for example, it will result in the same damage as using 16 cruise missiles (Both instances it will use 1/16 of force, which is 1) |