Online users
- Bill Otis
I am, at long last, getting around to some PATE revisions, and is my habit, I will discuss the changes on this forum for player views and comments. I reserve the right to make all decisions myself, but you all are fairly smart and experienced, and I have done well by incorporating as many of your views and suggestions as I can, and will continue to do so.
The first problem I want to discuss is damage in PATE battles. There have been a lot of complaints about this, most of them in one-sided battles, where the winning side seems to take a lot more damage than it should. Jim Voege, who I hope will be able to return to this discussion, argued strongly that damage needs to be settled first and victory second (which is the reverse of the way it's done in GITM, for which Jim said it was correct). Having looked at the code carefully, however, I think the problem is slightly different. The problem is that the way damage is calculated is flawed. There is an initial damage level for the winning fleet, which I think is being set well; the problem is that actual damage to each ship is not closely linked to the damage level for the fleet as a whole. The reason is that in Napoleonic naval battles, some ships sink and others get away scot-free. That is, the amount of damage taken by each ship in the battle has a high variance. (If it doesn't, then in a large fleet action, either a) Every ship on the losing side sinks and every ship on the winning side takes 3 damage points but none sink, or b) Every ship on the losing side take 4 damage points but none sink, and every ship on the winning side takes 2 damage points and of course don't sink. Neither of this outcomes is realistic. The ship damage has to work such that the losing side takes 4 points plus or minus 4 and some sink, and the winning side takes 2 points plus or minus 4 and some sink but not as many.)
The problem, in a nutshell, is this: 2 points plus 4 is 6 points and the ship sinks, but 2 points minus 4 is -2 points and the ship does not repair two points of damage. Instead, -2 damage becomes 0 damage. That means when you get really bad luck, your ships sink, but when you get really good luck, you get no benefit from it because -3 and -2 and 0 are all the same result. That is, the random results are trimmed off at the limits of 0 and 5.
As a result, if you have a lot of ships taking these random rolls, and each one is for a relatively low amount of damage, you end up taking a lot more damage than you should, because your +6 and your -4 don't average out to +1 like they would if it wasn't for the rounding to 0. Instead they become +5 and 0 and they average out to +2.5, meaning you've taken twice as much damage as you should have. The problem is that if you're supposed to average 1 point of damage, then you're getting a lot more negative results trimmed to 0 than you're getting high results trimmed to 5, so your average rises. (The reverse is true if you're expecting to take 4 points of damage; you get more high results rounded down to 5 than you get negative results rounded up to 0, and your expected damage falls. This causes fewer complaints but is conceptually the same problem, just the opposite side of the coin.)
One solution, the one I think Jim V had in mind, was to do the ship by ship damage first and then decide who won. But that wouldn't solve the trimming problem. I think instead the solution is to deal with the trimming problem directly.
The way I intend to do that is to keep track of the actual damage handed out to ships, not just to the average level, and adjust the running average as actual damage is taken. Consider, for example, a case where you have 10 ships and the battle calls for you to receive 10 points of damage. As the code stands now, it would give 1 point plus or minus 5 or 6 to each of your ships, and because all your negative results would get trimmed to 0, you'd probably take 30 or 40 points. With the adjustment, for each point you actually take, the program will reduce the amount you have left to give to the remaining ships. That is, say your first ship takes 4 damage points; the program will reduce your remaining damage to 6 points. Now instead of taking an average of 1 point of damage, your remaining ships will taking only 6/9 = 2/3 of a point. When your remaining damage drops to 0 points, your ships will stop taking damage. All the rest will get off scot-free.
What this means is that in total, fleets will take an amount of damage that is much more closely related to the amount they're supposed to take, in contrast to the current situation where those two things can be quite different.
The changes will be most noticeable in one-sided battles where one side has a lot of ships receiving very little damage, and the other has just one or two that are supposed to receive a lot. With the current system there's lots of chances for the side with a lot of ships to get hosed on their die rolls. With the new system, once they've been hosed enough times to hit their damage level, the rest of their ships won't take any damage.
We'll have to test this out in a PATE test game, but that's the current plan. It has the (big, to me) advantage of being a relatively simple change to me.
Comments welcome.
Steve
This was an interesting link
about the French navy in the Wars:
http://naval.histofig.com/French-Sail-of-the-Line-in-the.html
SJS
I am a wizard. I make things using magic. SJS
Keep track of the actual damage
That seems very reasonable.
The other areas of concern where
- ship in harbor escaping enemy guns, the enemy in the harbor as well as the offshore squadron.
- a ship in evade always evading pursuing ships regardless of the number in the SA. Pursue only works if the enemy is not evading - no randomness.
- the behavior and effectiveness of the bottlenecks.
John Vanvark
All those
are on the list. Thanks!
SJS
I am a wizard. I make things using magic. SJS
Naval damage
The system you propose here seem to be a more resonable system of determining damage. I can remember battles were the winning side captured a vesssel and had their own ship sink.
Don C.
Calculating Naval Damage
The problem, in a nutshell, is this: 2 points plus 4 is 6 points and the ship sinks, but 2 points minus 4 is -2 points and the ship does not repair two points of damage. Instead, -2 damage becomes 0 damage. That means when you get really bad luck, your ships sink, but when you get really good luck, you get no benefit from it because -3 and -2 and 0 are all the same result. That is, the random results are trimmed off at the limits of 0 and 5.
The problem seems to be that the variable is too large for the finite range of damage. Using your proposed ‘proportional’ system may bring results closer to home. There may be another method of doing the same thing. That would be to step down the variable by say a factor of 3 and apply the subroutine 3 times. Then as ships reach 0, they would fall out of the queue. This system may give more balanced results and could also be a less radical change of the code.
Robert
capture/sink
Well, that will still be possible. It did, in fact, sometimes happen, Bonhomme Richard is a real famous example of it. It will even still be possible to have the winning side not capture a vessel and have their own ship sink. That was also quite possible in the real war; you might drive the other ship off but have enough hull damage that you later sink, even if the enemy ship does not.
That said, it'll be rare and I'm prepared to tolerate the occasional weird outcome in single-ship encounters. I'm more concerned about getting realistic outcomes in larger battles since a) those are more consequential when they are fleet-on-fleet, and b) the stranger things are happening in fleet-on-a-few-victims battles.
On the other hand, perhaps the issue here is that we're defining "victory" as meaning "the other side flees and can be captured." Which means it has nothing to do, at least directly, with how many of your ships sink. "The other side flees" is a more natural definition of victory in land warfare than in naval warfare, perhaps. Anyone care to propose a different definition for naval warfare? I could certainly reverse the label of the winning side easily enough.
Steve
I am a wizard. I make things using magic. SJS
Victory/defeat
The definition is at least partially flawed.
Victory in a naval battle is stopping the enemy from going where it wants to go, or driving it away if it is already where it wants to be. So fleeing is only a victory in they are already where they want to be. If the French run away from Trafalgar to the safety of Brest then that is a victory. This can also create situations where the side that did the most damage is not really the victor, since they didn't do enough damage to force the enemy off their chosen course.
I hate to say it, but I think the only way to accurately represent this is to do damage first and then check the results and see what happened. There needs to be some sort of damage threshold that if you cross it the your fleet is forced to retreat. If you don't cross it they continue with their orders. Ideally there should be a morale check of some sort.
Now the game problem with this would be that there are the cases where neither side forces the enemy to cross the threshold and they continue on their merry way or pursue eachother until next turn and cases where both fleets are badly damaged and forced off their chosen courses. It doesn't mesh well with the gain VPs if you win, lose VPs if you lose system.
On the other hand, simplicity has its own advantages, even if it is at the expense of some of the realism.
-nick
victory
I've been thinking about this too. There are definitely cases where holding one's ground (holding one's water?) is what defines victory; for example, keeping control of a harbor's coastal waters so that enemy ships cannot enter or exit. Chokepoint battles have that flavor too. Generally speaking those types of battles are only going to happen in coastal waters of ports; in open sea there will never be any patch of water that's particularly worth being in. And some battles in port coastal waters also will not be about access to the port.
In a battle in open water, then, I think victory means something else. Specifically, it means you didn't lose, and losing means either that you struck your colors, or you fled to avoid doing so. Winning, then, means that you weren't captured and didn't flee.
The problem, I think, is that you would normally expect the side that flees to be the one that has taken the most damage - at least in a battle with more or less even numbers, you would expect that. So the problem is to make sure that the side that flees has taken more damage than the side that doesn't, or at least that it's reasonably close. As the code stand, it sets up a damage target for each fleet which would satisfy that expectation. The problem, as noted in the post that kicked off this discussion, is that there's too much of a gap between the target damage for each fleet, and the sum of what each ship actually takes. So a fix that makes sure that actual damage is reasonably close to target damage should solve the problem.
I'm feeling good about this fix. Will start actually coding it now.
Steve
I am a wizard. I make things using magic. SJS
Agree on the fix, but larger issue will persist
I think the damage fix is the right move, but the overall victory issue still bugs me a bit.
The 18th century is full of indecisive naval battle were very little of substance occurred. Fleets would shoot at eachother until it got dark and then drift apart. Attacking fleets would have the wind change on them and decide it was too difficult to press the action and break off the attack (not flee for their lives).
In these sorts of situations there was no defeated fleet that had to check to see if it ships were taken as prizes, or suffer a greater rate of damage because they "lost". The current model doesn't address these sorts of situations.
-nick
indecisive battles
Nick, did you have a particular Napoleonic naval battle in mind? I have a little research time available if you want to point me towards one I should look at.
For the Civil War, the first thing that comes to mind as a drawn naval battle is Monitor-Virginia, but there I think we would hold that the Monitor was the winner, as it prevented Virginia from establishing itself in the outer roads (what we would call the coastal waters).
Steve
I am a wizard. I make things using magic. SJS
Calder's Action of 22 July
The battle between Calder and Villeneuve off Cape Finisterre on 22 July 1805 might count as indecisive (only 2 Frenchies taken, fleets drifted apart at end of day). Read the Trafalgar chapter of John Keegan's "The Price of Admiralty." He puts some very good points forward about naval victory.
Open ocean vs coastal battles
Also, the only battle in our time frame that was more than 40 miles from the coast was the Glorious First of June.
agreed
One thing I can do is arrange it so that if a battle is relatively close and not fought at close range, then the capture chance can be set to zero or very close to it. That would at least allow us to reproduce the actual results. I think for game purposes we will always have to declare one side the "winner." That shouldn't be much problem. There are drawn battles on land too, and we've managed to survive with always assigning a winner in GITM.
Steve
I am a wizard. I make things using magic. SJS
capture/sink
I wonder if it might be a good idea to have a rule that the winning side always has at least one vessel afloat at the end. This would rule out the capture/sink scenario but might be worth it to reduce complaints. Or, perhaps, continue to allow it in single-ship combat but rule that if the winning side has two ships at the start (or the limit could be three or any number we like) then they always have one standing at the end. I can't think of a good historical justification for this, but if it avoids outcomes that look Wrong, then I can suck it up and impose it.
I am a wizard. I make things using magic. SJS
Capture/ Sink II
The Bonhomme Richard ( the Ben Franklin Charactor Poor Richard) was aply named for the vesssel. A merchant refited to a Privateer was in poor shape when John Paul Jones took command. It was only couragous fighting that allowed that to be a victory over a British Frigate. Though a historic victory by a minscule Continental Navy not a true example of Napoleon era combat between true naval units. I do agree that actions will some time end in the same Capture/Sink scenario. I still think the idea of your to allow damage before declaring victory.
PS When you have the test game I'll be ready to play.
Don C.