Login

russian armor

Victorious Day Historical Balance Mod

Is this a worthwhile effort?
Option Distribution Votes
100%
0%
Total votes: 3
Vote VOTE! Vote ABSTAIN
26 Jun 2015, 15:14 PM
#1
avatar of Kasarov
Senior Modmaker Badge

Posts: 422 | Subs: 2

Although I am pretty new to the forum, I've got a few months worth of modding experience under my belt, so here goes. These are mostly ideas and notes for myself to reference (I'm a bit of an airhead) with the bonus of possible community support or constructive criticism - both of which will be appreciated.

The mod is currently a solo project in development. Unfortunately due to carelessness during a hard drive transfer that rendered me incapable of further editing I had to restart the project. As I am not sure if I will ever get around to finishing the project (I will be attending university soon), I will be quite open with future plans and current formulas. No secrets here (for the most part).

Victorious Day Historical Balance Mod

While nowhere as ambitious or in-depth as (Lord or Paladin, depending on which Fire Emblem) Eliwood's fantastic Fortress Europe mod, Victorious Day is a work in progress that will attempt to add more historical authenticity to army composition and equipment, while trying to stay true to the original flavor of gameplay.

Features

Redesigned Armor, Penetration, and Damage:A thorough rework of aforementioned values which will redefine combat of both vehicles and infantry as damage is standardized across calibres and historical RoFs. Lethality of most weapons is increased across the board, allowing for smaller margins of error and more realistic combat scenarios. Light and medium weapons that historically are unable to penetrate the fronts of heavy vehicles will also act accordingly; a ZiS-3 could not penetrate the Tiger's front armor at 100m historically, so it would never be able to penetrate a Tiger's front armor in-game either, save for a lucky shot in the driver's vision block... at 100m... good luck.

Reduced Unit Stupidity:When pinned, infantry squads will automatically fall back to base within a few seconds instead of laying there. While this may seem counter-productive to aggressive players that like to keep pressure on an enemy MG nest, keep in mind that the massive increase in machinegun lethality would be more than sufficient to encourage even the most stubborn players to pull back. Weapon crews will also reposition their weapons to face a flanking enemy instead of just turning a blind eye to them. May prove to be a double-edged sword if the flank was a feint to divert attention if team weapon is not being supervised.

Realistic Upkeep System:While vehicles will still cost fuel to purchase and deploy, but they would subtract from your fuel income while they are on the field depending on vehicle class and weight. Apart from adding immersion, it also prevents vehicle spamming so popularly used in vCoH2's late game and encourages combined arms.

Custom Icons and New Units:Shiny and flashy new units to fit various specific niches on the battlefield, such as Soviet Tank Desants, allowing for a fresh outlook on strategy and gameplay. Models have been swapped around for historical accuracy as well, requiring a change in many existing unit icons.

Historical Personnel layout:Most infantry will no longer be deployed individually. Instead, they come in platoons (or other organizational structures) and will come equipped with historically accurate weapons. IE: Volksgrenadiere had a high amount of automatic weaponry, so they will come equipped with more MP40s than of Kar-98Ks. Team weapons will also have the historical amount of crew members. For example, a historical ZiS-3 battery consisted of 4 ZiS-3s each with 7 artillerymen as crew, so instead of a single ZiS-3 crew, an order of ZiS-3s from the Support Weapon Kampanya will include 4 7-man ZiS-3 crews. Unit costs will be adjusted accordingly for balance. This would lead to distinct combat phases within games, allowing for a more interesting match.

Expanded Early Game:With the addition of historical personnel layout, early game seems to be lacking in any real meat. However, irregular units are made available for all factions underneath the HQ that are purchasable individually. They are generally unsuited for combat out in the open, but are effective in cover (and numbers!). Irregular units include Soviet Conscripts, Wehrmact Ostruppen, American Rear Echelon Troops, and OKW Volkssturm.

Reworked Doctrinal Units:Commander units now carry a certain tradeoff, as they are mostly no longer call-ins. For example, T-34-85s now replace the default T-34-76s within the Tankvoiy Battalion Command for designated commanders, and will be more expensive in exchange for better firepower, which when the time comes the expense-for-firepower trade may become more of a hindrance than a benefit. The replaced unit will be unavailable after the commander with a replacement unit is chosen. Due to changes in techtrees, a few units will be swapped around as well.

Vehicle Crews For All Factions:In WWII, fully-automated, or even semi-automated tanks like the Armata, weren't invented back then. Therefore, America was not, in fact, technologically backward and the only faction to have humans instead of robots in their tanks. Fairly straightforward.

Reworked Unit Abilites:According to their role on the battlefield, certain units will have their abilities redesigned and remade or have new abilities altogether. For example, Panzergrenadiere and Panzerfusiliere will have increased combat capabilities when coordinating with friendly mechanized units, many vehicles will be able to switch between shell types, and Partisans are camouflaged in cover. Speaking of camouflaged units, all units capable of camouflage will be given a Hold Fire ability to make ambushes more manageable.

Criticals:Snipers, massed small arms, and mortars may kill the machinegunner on a tank's cupola. Mines and anti-tank guns may detrack vehicles, injure or kill crew members, and may set engines on fire if hit from the rear. Brand-new, vehicle-specific criticals will also be implemented; penetrating a Tiger's front has a chance to damage the drivetrain, historically placed to the right of the driver, for example.

The Nitty-Gritty Forumlas

Penetration: Based off of this handy forum post and further internet research, armor penetration for weapons with heavy anti-tank capabilities will be calculated as 0.75*[historical_value], as Soviet ballistic engineers labeled penetration values at 75% penetration chance. However, light and medium weapons that historically are unable to penetrate the fronts of heavy vehicles will receive special treatment, as they cannot use the percentage-based system of vanilla. Planning on workarounds with criticals instead.

Armor Values: Armor values will all be hull armor values, as in-game weapons aim for the center mass(which is to be expected of in the heat of combat). Calculated as an average of a tank's hull armor: [(panel_1_percent_coverage*panel_1_effective_thickness)...+(panel_n_percent_coverage*panel_n_effective_thickness)/(n)] Vehicle health is calculated as [20*vehicle_weight]

Vehicle Fuel Costs:Based upon the weight of the vehicle. Initial fuel cost is calculated as [vehicle_weight*3], and fuel upkeep per minute is calculated as [vehicle_weight/6], with no additional upkeep as a light vehicle, an additional -2 fuel per minute as a medium vehicle, and an additional -4 additional upkeep as a heavy vehicle.

Weapon Damage:Standardized as 2*[weapon_calibre] for all weapons, including small arms and mortars. Rate of fire will be adjusted to historical values. IE, an MG-42 had a RoF of 1,200 rounds per minute, so in AE it would translate as 20 attacks per second. Automatic weapons will therefore be much scarier; units will be adjusted in cost to compensate.

Weapon Ranges:Designed to be as close to the base game as possible. Since infantrymen are generally trained to engage at 500m, and since the range of many small arms are at 35m in-game, a 7:100(35:500) proportion is used to calculate weapon ranges. This is particularly important for ballistic anti-tank weapons, as 70m in-game will be used to represent 1km ranges, affecting accuracy and penetration significantly.


Depreciated as of December 1st, 2016 for multiple reasons.
1 user is browsing this thread: 1 guest

Ladders Top 10

  • #
    Steam Alias
    W
    L
    %
    Streak
Data provided by Relic Relic Entertainment

Replay highlight

VS
  • U.S. Forces flag cblanco ★
  • The British Forces flag 보드카 중대
  • Oberkommando West flag VonManteuffel
  • Ostheer flag Heartless Jäger
uploaded by XXxxHeartlessxxXX

Board Info

886 users are online: 886 guests
0 post in the last 24h
8 posts in the last week
34 posts in the last month
Registered members: 49107
Welcome our newest member, Falac851
Most online: 2043 users on 29 Oct 2023, 01:04 AM