I am now inclined to say that the war engine appears to have no bugs after all. Assuming it was designed this way though.
It ended being that I was not taking into account that during Stage 2 - Mini Round 1, the attacker units were calculated using about 1 in 16 attack weapons of each type, also.
That said, however, with all due respect I might not be choosing the right words but to my eyes the war engine even by working by design it is still broken cause it is infinitely unbalance.
World: Fearless Blue
Attacker country: FB La Clockwork Orange
Attacked country: Intramuros
Attacked country Federation: Yes, with some countries within range, but it makes no impact on this discussion.
Attacked Target: Town
Attacked target Garrison: Yes, details on screenshot
Other things to keep on mind:
- Fighting Unit quality: Attacker weapons has higher quality than defender ones.
- Offensive land weapons near target: Yes. And it made literally no difference having 50 mobile land defense + 50 Long Range Division units next to the attacked target. I just noticed you said it would affect air offense but I thought it worth mentioning it too, cause while the weapon used was land one, it was land weapon that hits from distance only.
<!-Quote-!>Quote:
1. if an offensive land unit is close to a target under attack by the airforce, the damage of the airforce attack will be larger.
- we think that waging war from a distance with no land force should be more difficult. the type of land unit is not the issue. The fact the land forces are used is.
- source: https://www.simcountry.com/discus/messages/1/29635.html?1680184950 \Tuesday, March 21, 2023 - 11:49 pm<!-/Quote-!>
- This has also been tested against defender land units (supply units, land units) and no garrisoned counties/towns. Result was the same. Which makes sense since these are formulas. If there is no garrison, then another defensive unit within federation and within range will jump in.
Where it says "LBLB" it meant to be "LBCB", Land Based Cruise Batteries.
Attacked country lost 23 missile interceptor batteries.
Attacker country lost 900 land based cruise batteries.
Questions:
- It is my understanding I should have destroyed 32 defensive unit batteries instead of 23. The attacker had higher quality unit so not sure what else is missing on the calculations. It worth understanding what else is or could be missing. Andy?
Now, this is how the war engine works. At this pace it clearly takes forever to get through minimal defenses, making it impossible to engage war and have fun. Literally that. As we could see on my previous post on different thread not even 600T weapons and + 400T in game cash could make significant damage to a small size defensive army.
Opening brainstorming here, while keeping always in mind that building up reasonable defender army should be way cheaper than the attacker. Therefore, building an army costs more.
A) I have tested this by fighting 4, 5 or 6 defensive units instead of 7. Results are the same unless there is no Division / Missile Defense Division assisting defense. Since those units can have up to 1996 units of the same type, it is more likely you will lose everything before even being able to attack. So you in other words, you could end fighting 3 defensive units, but if 2 of those are Division of 1996 MIB / DMB each, then you can assume you lose everything before attacking.
It also understandable why air offense is useless, cause they start with less max unit amount than 900. And it is way smaller if you mix unit types as we should to have some meat shield for instance.
Suggestion here could be to reduced the number of assistance units on defense, but as I explained, upon my calcs it makes no difference. I could always be wrong too
B) Making offensive units size larger. If a defensive unit like Division can be created with 1996 [daamb OR mib OR dmb] weapons, why keeping the offensive weapons such low?
Above attack being made with 2000 LBCB instead of 900 it would have end being:
Attacked country lost 444 missile interceptor batteries.
Attacker country lost 125 land based cruise batteries.
Above attack being made with 1500 LBCB instead of 900 it would have end being:
Attacked country lost 257 missile interceptor batteries.
Attacker country lost 125 land based cruise batteries.
It worth to mention that these numbers can vary if defense is built in a different manner. Also, LBCB are the most effective weapon so far (still useless :D), with 900 max unit type and 100% rate/damage.
2000 oaamb/mrmb each should/might destroy less defensive batteries since their rate/damage is lower.
Suggestion would be to find a reasonable number to increase the max amount of unit type per military unit.
C) Updating what I suppose it is, a simple formula. Round 2 - mini stage 1, attacker first mini round attack.
Instead of using 1/16 available weapons per unit type, divide it for a smaller number.
Above attack being made with 1/12 LBCB instead of 1/16 it would have end being:
Attacked country lost 129 missile interceptor batteries.
Attacker country lost 125 land based cruise batteries.
Above attack being made with 1/8 LBCB instead of 1/16 it would have end being:
Attacked country lost 322 missile interceptor batteries.
Attacker country lost 125 land based cruise batteries.
Again, this is versus a defensive army built up this way. And I like this approach, it might require less coding though, but if the defender has 2 Division units of 1996 mib/dmb each, then before the 1/16 formula is made on the attacker side, all the attacker units are GONE.
I need to go back to work lol. Please I encourage once again everyone willing to enjoy the war side of this beautiful game again, to share your thoughts whether you find current war engine balance for defender/attacker or not, and if you have other suggestions as well too.
Have a nice day,
Nicolas