Still focusing on trying to get Stand-Off Engagements working

cracker

Gil Favor's Sidekick
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We need to continue a discussion that focuses attention on getting the bombardment engagement system in the “out-of-the-box” as patched version of CIV3 fixed to be a functional set of tools. These fixes need to be a near term patch without waiting for 6 more months for the XP version.

The key issues must emphasize having the correct features set to ON in the standard product and not just taking refuge in the fact that the feature can be turned on in the editor “if you want to.”

We need to acknowledge that there is a fairly strong lobbying group that has helped to render stand-off style engagements as fairly ineffective because this group of engagements has been saddled with the unfortunate label of “bombardment”. Just because these engagements are labeled as bombardment does not mean that they are strictly simulations of the ineffectiveness of WWI era artillery against entrenched defenders.

The current system of stand-off engagements (labeled bombardment) has tried to balance a limited number of variables to result in measured ineffectiveness for the stand-off attacker. A fundamental problem in the current implementation is that it relies on a deterministic system of target selection to reflect a statistical engagement process. What I mean by indicating that the engagement system is wrong to use the deterministic process is that when you fire a bombardment weapon at a stack of targets in a given terrain square, the current engagement system is certain to try and engage the strongest defender with zero chance of effecting any other units or features in the square. (note that in towns and cities this deterministic selection is modified to split the targeting between improvements, citizens, and defenders but it is still deterministic and not statistical).

The first key change that must be implemented is to expand the list of targets for stand-off engagements to include ALL units, improvements, citizens, and terrain features in a targeted terrain square. Everything should be a target and that is part of the risk of standoff attack methods.

Getting the potential target list correctly implemented will immediately have several significant and positive effects on stand-off type engagements. First, the expanded target list will include all the units that currently are exempt from being hit by the effects of bombardment weapons. Artillery and planes should be able to be hit by incoming attacks within the statistical limits of taking their chances among all the other potential targets. Workers, settlers, scouts, explorers, and other non-combatant units should be able to be damaged by stand-off attacks just like the citizens tilling the soil within a city or town. Fundamental in this potential target list is the concept of including the terrain square as number of potential targets in order to facilitate a statistical engagement process that recognizes that it is hard to get a hit against a single defending unit but relatively easy to get at least one hit against a stack of 40 or 50 targets in a single square.

By way of a simple example focused on potential target lists only, we can look at the case of a single spearman standing in the open on a roaded and irrigated plains square defending a worker and a catapult. In the current system, when we engage that the contents of that square with a standoff attack by a catapult, we are absolutely certain that the spearman will be targeted for attack and there is a 67% chance that the catapult will get a hit on the spearman. This is patently unrealistic. In the proposed, statistical system when we engage the targeted square we would have a potential target list of 8 targets (spearman, worker, catapult, road, irrigation, 3 x Terrain) so even without considering defensive strengths there would only be a 12.5% chance of getting a hit on the spearman but this would be balanced by knowing there would be a 62.5% chance of hitting something other than dirt. If this same example included 25 spearmen as might appear in an AI generated stack of doom (SoD) then the probability of hitting the strongest spearman would be only 3% but the overall probability of getting a hit would be 91% because there are just way to many targets in the square to not have an increased chance of getting a hit.

A second key impact of getting the potential target list properly expanded to include all potential targets will be a shift in the statistical approach that tries to force the standoff attack to miss the primary defender a significant number of times instead of allowing the system to miss the primary defender using random statistical failure. When more targets are recognized as being available, the chance of getting a hit of any kind will be higher but the chance of hitting and/or killing any specific target will be much lower, just as it should be.

After getting the potential target list properly expanded, the implementation of the impact of Rate of Fire should be distributed to allow multiple targets to be hit in a single engagement. This decision moves the process further towards reality and helps to spread out the damage from the standoff attack across all the potential targets to avoid the current overwhelming power against a single target. It would still be possible to get multiple hits on a single target in a single turn, but now the process would be statistical based on the number and strength of other potential targets. Instead on focusing on the destruction of a single unit as is currently implemented, the proposed stand-off attacks would focus on reducing the effectiveness of whole groups of attacking or defending forces.

Units which engage in stand-off attacks should have their hit success rate modified geometrically to correspond to their experience level. Every other combat unit in the game has some benefit associated with the level of experience of the unit. Bombardment engagements should be no different in that respect and elite bombardment units should be expected to be more successful in inflicting damage on the enemy units when compared to the success rate of their conscript, regular, or veteran peers of the same type.

All forms of standoff engagement should include the potential for lethality, but the impact of this decision will be substantially mitigated by the statistical redistribution of the attack power across all the potential targets. In stacks of 25 or 30 defenders (or advancing attackers), the chance of lethal engagement would be statistically spread across all the hit points of all the potential targets in the stack. While it would be possible to destroy an individual unit with a limited number of lethal stand-off attack engagements, it is far more likely to continue to require massed numbers of artillery and/or bombers to generate a lethal event. In a stack of 10 regular spearmen standing in the open on a roaded and irrigated plains square each spearman would have only a 1 in 15 chance of being the potential target for a catapult attack, and then the catapult would have only a 67% chance (4 vs 2) chance of hitting the spearman for an overall risk of 4.4%. If you fired three catapults at the stack that would be the minimum number of catapults required to potentially kill a spearman but there would only be a 1 in 1,139,000 chance of killing any of the units. You would have to have over 30 catapults lined up and firing on the stack of spearmen in order to have a 50/50 chance of killing just one spearman if the proposed rules were implemented.

A further enhancement to the lethal bombardment option could add displacement as a coin toss option for units that might otherwise be destroyed by the lethal effects of an incoming attack. The move it or loose it option would disrupt attacks and further expose the enemy forces to the selective effects of focused counter attacks and this should be exactly how non-precision stand off attacks should function

A key point in continuing to advocate for eliminating the deterministic engagement rules for stand-off attacks would be that some units do not get hit by bombardment because they get lucky combined with their defensive strength and health. Other units get hit and killed because they are unlucky combined with their weaker defensive strength and lower units health (morale).

Everything we attempt to do with units that use stand-off attack methods is just a series of band-aids and work-arounds until we get these three elements of the bombardment engagement system properly implemented to facilitate balanced usage of these types of engagement strategies.

The availability of appropriately functional bombardment units is key to supporting strategies that emphasize numerically limited military forces that use technology appropriately to disperse numerically excessive but obsolete armies that are overly concentrated into limited terrain features.
 
I would add to that the ability for a precision bombing strike to be able to target a specific unit, structure, or improvemnt with an improved chance of success!
 
I think it helps to have a simple example that illustrates the difference between the current deterministic rules for stand-off engagements versus the proposed statistical engagement rules that would provide a more realistic set of engagement results whenever bombardment style attacks are used.

For simplicity let us use the example of a stack of attackers from an AI civ moving forward to attack a city that belongs to the human player. The attacking stack contains two regular longbowmen (4/1/1), two regular pikemen (1/3/1), one elite knight (4/3/2), and two cannons. The stack is advancing across plains or grassland terrain that has been roaded and irrigated.

To produce this example, we need to use our “standard, pre-approved, gamer’s random number generator” to produce a set of random numbers between 1 and 1024 that we can use to compare the impact of the two sets of engagement rules. This sequence of random numbers is randomly generated but we will use the same sequence in each of the different rules to see how the results would vary.

Our 1st test sequence of 20 numbers is: 674, 781, 510, 191, 101, 574, 222, 395, 144, 66, 96, 766, 407, 149, 46, 44, 575, 908, 310, 337, 139, 525, 237, 252, 425, 844, 420, 819, 191, 641

Our 2nd test sequence of 20 numbers is: 509, 5, 563, 453, 75, 652, 418, 735, 612, 763, 827, 836, 168, 238, 838, 119, 417, 1, 659, 803, 1019, 38, 854, 503, 653, 768, 422, 252, 75, 937

Under the current rules, this stack of attackers is only one target for bombardment purposes and that target is represented by the strongest defender (hits x D rating) so in this case only the elite knight could be engaged by the first bombardment attack. Effectively the target list contains only one unit that is predetermined by strength and then this one target changes as each subsequent bombardment attack is processed.

In our example, we will attack the stack with the equivalent era bombardment units of Cannons with bombardment strength of 8 and rate of fire of 1.

In the first sequence of bombardments we need to know that the bombard power of the cannon (8) compares to the defensive strength of the knight and pikemen at (3 plus 10%) to give an 8 out of 11.3 chance of getting a hit. Our random number would need to be less than 745 for the shot to be counted as a hit. When the cannons target a longbowman the hit ratio changes to 8 out of 9.1 because the longbowman only has a defensive strength of 1 plus 10%, so in those cases the random number would need to be less than 900 to count as a hit. The current defensive value of improvements would seem to be set at 16 so when the cannons target to destroy roads and irrigation the hit ratio would be 8 out of 25.6 or a cutoff comparison of 320 for the random number generator.

Table1_current_engagement_example.gif


Observe that the hit rate for the bombardment units is relatively constant because nothing is implemented to take into account the number of potential targets including the dirt of the surrounding terrain. The cannon that is firing in the current example is always engaged in a one-on-one battle with a predetermined defender (or improvement). In the current case, death is a statistical certainty for the defender when lethal bombardment is engaged because the bombardment will always target the strongest defender unit until that unit is destroyed.
 
One of the primary missions for bombardment type units is to prevent or discourage the enemy from massing and organizing attacking forces. Bombardment does not have to destroy these units to cause them to be disrupted and/or dispersed. In the current implementation of bombardment attacks, this mission is virtually incapacitated and omitted because the bombardment strengths of the units have been artificially reduced to keep them from being too effective against individual units without taking into account conditions when the bombardment units should score a higher percentage of hits in concentrations of enemy units.

If we look more carefully at the units and other contents of the targeted terrain square we would develop a more complete list of potential targets:

Table2a_example_initial_target_list.gif


With an accurate interpretation of the potential target list, there would be 11 possible targets for the initial bombardment attack to randomly select as the potential victim of the attack. We could use our second sequence of random numbers to choose the target from this list. Notice that the expanded target list includes all the traditional ground combat units as well as the cannon that was previously exempt from being targeted. The list also includes each of the individual improvements in the square as well a three targets to represent the chances of missing all the units and improvements in the square. The number of base chances to miss all the potential targets in a square should be set in a field in the general settings of the CIV3 editor and for the purpose of this example three chances have been used.

After each shot is fired in the stand-off engagement, the potential target list may need to be revised if any of the targets get destroyed by the previous shot. When the number of unit targets is large compared to the number of improvements and “Dirt”, then the chances of getting a hit will be higher. When there is only one unit in a square with 2 improvements and three based chances to miss, then the chances of getting a hit on the unit will be lower.

Please note that the bombard strengths, rates of fire, and defensive strengths of things like roads, civilians, and buildings has been severely distorted in the current engagement system in order to try and compensate for a lack of statistical engagement. These distortions only work in limited cases and create problems whenever there are very few or very many units located in the same square (which is most of the time).
 
Even with the distorted bombard strengths and distorted defensive values for the “other stuff”, let us look at an example of statistical target selection within the square that contains the attacking force that we wish to engage with a standoff attack.

Before you look to the example results in the table, remember that the point being emphasized here is not that it should take 52 volleys to destroy a group of attackers, but that when there are many targets, the chance of getting a hit should be higher and that all targets (intended and accidental) should have a chance of being hit and destroyed even if that chance is very low and one the order of only 1 in 15 or 1 in 20.

Table2_example_w_random_target_select.gif


Notice that the first shot was just a random lucky shot that hit and destroyed the cannon in the stack but that over time you can clearly see that the number of volleys that impact harmlessly into the Dirt goes up as there are fewer and fewer military, civilian, and improvement targets to select and hit.

When implemented, this statistical bombardment approach will significantly improve the realism and flexibility of the stand off engagement system. Implementation will also probably require a general increase in the bombardment strengths and rates of fire for many bombardment capable units.
 
What cracker said!

I think crackers basic point that the effect of artillery on individual targets within an impact zone (attacked area) is highly stastical, rather then the determinisitc approach currently used ( ie the strongest defender is also confronted, always) is basically right. And the resulting collarlaries (sp- sorry)- for example, the fact that bombardment to prevent a mass attacker ("human wave") from concentrating, as well as harassment of troop positions and supply points (ie "interdiction fire") are not possible in the game- are also on the mark.

Unfortunately, Firaxis is not going to fix any of this. They are not even willing to make high level strategic stuff (like domination of the sea) work right, so how can we expect them to fix what is basically a tactical level problem? We can't. Oh Well.

(Warning: one paragraph of cynical nihilism coming- skip over if you wish ...)
Remember they just want to trade on the Sid Meier/Civilization name/franchise. After all their basic mission is to make money. No problem there. Just wish they would done it by making Civ3 a better game then it turned out. Its good enough to keep me (and all of us) playing many, many hours, but it could have been SO much better. They tried, of course ... but I don't think they did as good a job as could have been done.

Still, getting back OT, having the attack metholody called "bombardment" have a different way of afffecting the "impact zone", in a fashion like cracker discusses, would be an improvement. A BIG one.

Good ideas, cracker.

Maybe in Civ4 ...
 
This is a very needed improvement in bombardment and I would go a bit further . I feel tanks radar art. modern armer ships andso on should have bombard ability to simulate the distances they can really fire in modern warfare.I mean we hit tanks cities ect... from longer distances than what is represented by one square. In fact rarely do tanks approach each other directly as seems to be the case in this game. A TANK should blast ground units from a distance with its shells a type of bombardment and the same with missile firing units. I greatly to my bombard distances when I play and even my archer can bombard from one square. Example a swordsman run across a field at an archer.Does he get the first wack at an archer noooo... The archer gets in a shot then braces for the attack or even retreats. That why you have archers and bowman on the battlefield to fire arrows but not take direct damage.They should be your back line protecting ground troops.
Same holds true of say musketmen on down the line. These units entrench positions and fire from a fair distance thus the good thing about more modern units. Several musketmen should kill a spearman before he gets close and this is what renders these older units useless in battle.Otherwise whats the point. Likewise our modern units kill at a greater distance including helicopters I mean thats the whole point of making them in the first place plus the extra damage. Another example a tank division rolls into a contested area and is met by some marines. How much damage should the tanks take unless the marines have air support or artillery units (none) they get their buts kicked..from a distant rain of shells. Just some thoughts ::D
 
Great ideas, Cracker!

However in XP, the most which Firaxis could do in my opinion, is giving units with no hitpoints (ie bombard units, settlers, workers, exlplorers, great leaders) a bombard defense strength, so that it is actually possible to kill workers and artillery units with bombardment. In history, one of the important tasks of artillery was suppression of enemy artillery, so I don't see why this should not be the case in Civ3.

Also terrain improvements should be given specific bombard defense strength, which are editable in the editor. So that once units in a given square are all reduced to 1hp, the terrain improvements would be targeted by artillery. Terrain improvements should also be given hit points, which would be 1 for most terrain improvements, but for fortresses, for example, there should more hit points. This would also reflect reality, where thick fortress or castle walls were used to absorb enemy firepower. This would make fortresses more useful.
 
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