Chris Posted June 12, 2012 Share Posted June 12, 2012 We're about to implement the suppression mechanics for the ground combat. The proposed suppression model is listed below for comments. There is likely to be changes to burst fire mechanics in the future so burst fire is less damaging in phyiscal terms, but that's not part of this discussion at the moment. Each unit (not vehicles) has a Suppression score. This is based on their Bravery stat. At the start of each battle their Suppression score starts at their Bravery stat and is capped at this level. They regenerate 25% of their maximum Suppression score at the start of each turn (rounded up), before any suppression checks are made. This 25% should be customisable value in config.xml. Therefore a unit with a 60 Bravery stat will start a battle with a 60 Suppression score and will regenerate 15 points per turn up to a maximum of score of 60. Properties: Each weapon should have a Suppression Value and Suppression Radius for their fire modes, which need to be set separately for Single Shot and Burst Fire. Suppression Value controls the amount of suppression a weapon causes. Suppression Radius controls the distance from the initial target that suppression will be caused to other units. When a weapon is fired at a target, it causes suppression damage to their suppression score. This damage is caused irrespective of whether the bullets fired actually hit their targets. The suppression damage is applied to the target unit, and all other units within the suppression radius of the target. The suppression damage done is the Suppression Value of the shot, less the appropriate unit armour value. If a unit is in the outer half of the suppression radius, rounded up (eg. 3 tiles away with a suppression radius of 5) then the suppression damage is reduced by half, after the armour check is taken into account. Therefore a machinegun with 80 Suppression Value and 5 Suppression Range firing at a Caesan with 60 Suppression score and 20 armour will reduce him to 0 Suppression score. A second Caesan standing 2 tiles away would also be reduced to 0 Suppression score. A third Caesan standing 4 tiles away would be reduced to 30 Suppression. Effects: Once a unit hits 0 Suppression score, it immediately loses any Aps reserved for reaction fire. In the following turn, it will have its Aps reduced to 50% of the normal value. If capable, the unit will immediately crouch (this does not cost Aps). A “suppressed” icon will appear above the unit’s head. Quote Link to comment Share on other sites More sharing options...
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