Berto wrote:
What about
- Command & Control?
- Random factors (apart from combat results)?
Command & Control is one of the main areas I have not developed. Right now the Player has to issue orders directly to each regiment. There is no C&C but the HQ's for it are on the map. This is one of the big design decisions that have to be made.
Is C&C passive like in HPS games where it only affects things like morale levels. Or active, that is, all commands must go down the C&C chain and regiments execute them to the best of their limited AI ability. There are good points to each view. Some people hate watching the game misplay their perfect plan. Then games like Scourge of War rely on the fact that the AI actually plays both sides with the Player only able to give higher level commands to make their games playable in single player mode. Sid Meiers did the same in his Civil War games.
I haven't decided yet. I first want to get the mechanics down before I try to determine what to do with C&C. It will initially do like most games and affect only unit factors based on how close and ratings of officers.
Randomizing result is in the game but not tested sufficiently. Right now a weapon's median casualty number is determine mathematically based on the weapon, ammo, distance and size of target. Once that number is determined then the bell curve is applied and a random selection put in. It averages out rather quickly since on a six second time slice all fire is by individual volleys. Units have to reload their weapons between firing using historic modeling modified by the unit's current fatigue and quality level. This all gives the final "Hit" number. Then the "Hits" are turned into casualties which may include one or all of the following: men, guns, caissons, limbers, ammo chests, horses, etc. Hits to men are further divided between kill, wound, stragglers and capture depending on the type of attack and weapon used. Stragglers are a side result due to number of casualties. They represent people who decide to "help" wounded or check out things in the rear. They also slowly return to their units.
In other words, the CWE is a very complicate game engine taking into account so many factors that Players will have to develop a feel for the game rather than being able to say 400 men will always defeat 200 men. A fire fight tends to be very sudden, very short, and very deadly. If 200 men prone happen time rising up to fire just right and do it at close range firing one shot every 30 seconds, a 400 man regiment unprepared to receive fire can be destroyed in the ten minutes of a turn.