DevLog 5
Sim mechanics complete - unit statistics overview
Hi guys!
I've finished implementing difficulty modes and hence all the core simulation mechanics of Radio Commander are complete now.
Below you can see the overview of all basic unit statistics (click on image to see bigger version).
1. Unit name (radio ID).
2. Current state - aggregates movement status (moving/inactive), combat status (firing, under fire, exchanging fire, quiet) and overall state (ok, eliminated).
3. Current number of fully operational units. When the "health" number reaches 0, the unit is eliminated.
4. Number of wounded/damaged units (wounded soldiers can become KIA if not evacuated on time).
5. Number of units either killed in action (for humans) or destroyed (for machines).
6. Stamina represents the level of soldier fatigue. It decreases when the unit is moving and slowly regenerates when unit remains in one place. Mechanical units use the fuel statistic instead of stamina.
7. Organization represents unit's ability to determine its position, state and overall awareness. It decreases in combat, when unit is moving and especially when engaging/retreating and losing morale.
Decreased Organization can lead to inaccurate position reports and a unit can even get lost on the battlefield.
8. Signal Strength represents how unit surroundings (altitude, mountains, forest, terrain type etc.) influence conditions for radio communication. When lowered to certain value, it may cause radio breakouts.
9. Flag whether unit is currently disoriented or knows its position.
10. Ranges are displayed in the following order: spotting range, identification range, attack range + current range modifier, which results from current visibility (the two main variables are sunlight and moonlight).
11. Current firing mode - it could be either “fire at will” or “hold fire”.
12. Current terrain type name + terrain type penalty.
13. Current target.
14. List of units currently firing at this unit.
15. Current “engage” order target.
16. Morale is modified by unit casualties as well as other factors, such as fatigue, extended missions etc. When morale reaches 0, the unit is eliminated.
17. The Base Unit Attack statistic is modified by current combat order (engage, retreat, none).
18. Final Attack Strength is calculated in relation to a specific target (current target). It results from Base Unit Attack as well as altitude and terrain relations, e.g. a unit with a higher ground will have a higher Final Attack Strength.
19. The Base Unit Defense statistic is modified by current terrain, external modifiers (e.g. fortifications) and flanking status (being under fire from different directions).
20. Ammo is consumed when a unit is firing. It can be refilled by specific types of units. A unit without ammunition cannot perform attacks.
21. Unit altitude affects combat modifiers as well as radio signal strength.
22. Current terrain defense modifier.
23. Current AI behavior.
24. Current flanking status.
Next step: replay mode and voice recognition functionalities!
BR!
Cheers