Thank buddy,
About entrenchment and bunkers: I've tried to set things up correctly anticipating that I'll need to incorporate the Building and Location effects (entrenchment, terrain modifiers, and bunkers) into combat results if the simulation ever becomes that sophisticated. Be pleasantly surprised if that level of sophistication ever does show up.
About subs vs planes: Thanks for the reminders. If those Air-Sub engagements don't fit into a generic "Navy" category, I'll probably split Navy category into a surface ship category and a submarine category (so far, other than leaving opportunities to include it later, I'm ignoring Navy). In fact, this exchange has pointed out to me that my three possible heights (sea level, ground, and air) need to be expanded to include a "submerged" height (aka depth).
This
public enum Height
{
AllHeights,
OnTheWater,
OnTheGround,
InTheAir
}
Needs to become
public enum Height
{
AllHeights,
Underwater, // For submarines, not sunken Naval Transports
OnTheWater,
OnTheGround,
InTheAir
}
About entrenchment and bunkers: I've tried to set things up correctly anticipating that I'll need to incorporate the Building and Location effects (entrenchment, terrain modifiers, and bunkers) into combat results if the simulation ever becomes that sophisticated. Be pleasantly surprised if that level of sophistication ever does show up.
About subs vs planes: Thanks for the reminders. If those Air-Sub engagements don't fit into a generic "Navy" category, I'll probably split Navy category into a surface ship category and a submarine category (so far, other than leaving opportunities to include it later, I'm ignoring Navy). In fact, this exchange has pointed out to me that my three possible heights (sea level, ground, and air) need to be expanded to include a "submerged" height (aka depth).
This
public enum Height
{
AllHeights,
OnTheWater,
OnTheGround,
InTheAir
}
Needs to become
public enum Height
{
AllHeights,
Underwater, // For submarines, not sunken Naval Transports
OnTheWater,
OnTheGround,
InTheAir
}
The post was edited 1 time, last by KFGauss ().