- Let's take a looksie shall we? I seem to vaguely recall something else along these lines, but only vaguely; at any rate, I suspect Steve has a penchant for using too many Capital Letters.
- So let's take look at our contenders, yeah?
Light Vehicle, 0.4 Hit Mod
Heavy Vehicle 0.8 Hit Mod
- Nice. So let's assume the defender will have 2 Fortification, for funzies and furthermore let's also assume that the terrain is Desert, because we can.
The To Hit Chance is determined. The base chance is 20% multiplied by the 'Dominant Terrain To Hit Modifier', the firing element morale / 100 and, if the target is not fortified, the base to hit chance for the target element unit class.
^ Let's start here then and see if we can't get to the bottom of it all.
- We have a "Base Chance", and a "Base TO HIT Chance" which is a weird choice of words to say the least. We can tell from context that the Base To Hit Chance is related to unit class, thus it follows that it is, in fact, our "Hit Mod". Thusly:
The To Hit Chance is determined. The base chance is 20% multiplied by the 'Dominant Terrain To Hit Modifier', the firing element morale / 100 and, if the target is not fortified, the Hit Mod for the target element unit class.
^ Now we're getting somewhere! If we assume that the "Hit Mod" is a percentage given in decimal format, we can assume that a Hit Mod of 0.4 and 0.8 are 40% and 80% respectively. So following that logic our "Base Chance" becomes a 0.2 instead of a nasty 20%. Thusly:
The To Hit Chance is determined. The base chance is 0.2 multiplied by the 'Dominant Terrain To Hit Modifier', the firing element morale / 100 and, if the target is not fortified, the Hit Mod for the target element unit class.
^Alright, this gives us our first equation!
(Base Chance * Terrain Mod * Morale) / 100
OR, if the target is NOT fortified
(Base Chance * Terrain Mod * Morale) / (100 + Hit Mod)
- Nice, now let's move on to the next statement!
The Fortification Modifier for the target element is determined, which is the current fortification level of the target multiplied by the 'Dominant Terrain Fortification Modifier'. If the target is not fortified, the Fortification Modifier is 1.
^This is nice and simple, although I don't know what the "Dominant Terrain Fortification Modifier" for Desert, so let's change the parameters of our example to exclude any type of "Dominant Terrain" whatsoever, for simplicity's sake.
ONWARD!
The Environment Modifier is calculated, taking into account gravity, pressure and temperature and whether the firing element has capabilities in those environments. Each environment for which the element is not trained has a x2 modifier.
The Terrain Capability Modifier is calculated. If the element is trained to fight in the dominant terrain, the modifier is 0.5.
^Pretty straightforward as well, but since I've excluded terrain modifiers for the sake of expedience, this is a non-factor. I'll assume the forces are both fighting in a suitable gravity, pressure, temperature environment.
AND FINALLY!
The Final Chance to Hit is calculated as To Hit Chance / (Fortification Modifier * Environment Modifier * Terrain Capability Modifier)
^Yeah! That's the good stuff, right there, that's what were after innit? However, before we go any further, let's doll that up a smidge, eh?
The actual Chance to Hit is calculated as To Hit Chance / (Fortification Modifier * Environment Modifier * Terrain Capability Modifier)
- Much better.
Now we can break it down to equation... oh wait. "To Hit Chance", the hell is that, eh? It's probably the results of our prior equation... so let's sus that out first.
Attacker:
(Base Chance * Terrain Mod * Morale) / (100 + Hit Mod)
Defender:
(Base Chance * Terrain Mod * Morale) / 100
For the sake of simplicity, I do so love her by the way
, we are going to assume that the unit's Morale is "full", which I'm assuming means it is equal to 100, AKA 100%.
- So, an the attack our Heavy Vehicle will have a "To Hit Chance" of 0.18518518518... sweet Christ on a stick that's hideous! Let's just round up then to 0.2 and call it a day. However, out Light Vehicle will have... 0.1923076923, or just 0.2, well now... ain't that a pickle, huh? Seems they both have an equal chance to get zapped while on the attack. How about defense then. We're assuming a fortification of 2, so both numbers are just doubled meaning Hit Mod is indeed useless... or is it? We still don't have an actual To Hit Chance, just the "To Hit Chance" used to calculate it. Since Fortification Modifier is always 1 when attacking on account of an attacker having 0 Fortification, if we assume that we are defending, the Fortification doubles our chance to be hit.
- However, this still results in out Light Vehicle and our Heavy Vehicle being equally easy to hit on the attack or defense... or does it? The defender doesn't take into account their Hit Mod, since they
do possess fortification. Thus, while our vehicles are equally easy to hit on the attack, they are also just as easy to hit on the defense since Hit Mod is removed from the equation, and thus both have a 0.4 To Hit on the defense. Broken as hell it would seem... or is it? "
To Hit Chance / (Fortification Modifier * Environment Modifier * Terrain Capability Modifier)", that's a forward slant, we gotta divide for our actual To Hit Chance calculation. However, that doesn't matter since the Hit Mod isn't part of the calculation when defending, and when attacking it's divided by 1 rendering the difference academic at best.
- An interesting turn of events to be sure, but let's try a few more things before we call it borked. Let's try this:
(Base Chance * Terrain Mod * Morale / 100) / Hit Mod
^ This formula changes the order of operations to allow Hit Mod to modify the base equation as a whole.
- Under this our Heavy Vehicle has a To Hit chance of 0.25 and our Light Vehicle has a To Hit Chance of 0.5, meaning the Heavy Vehicle is MORE evasive!? That can't be right... what if we made the equation as so:
(Base Chance * Terrain Mod * Morale / 100) * Hit Mod
^ This one uses multiplication of Hit Mod instead of division.
- Under this equation our Light Vehicle has a meager 0.1, or 10% chance of being hit on the attack, while the Heavy Vehicle has a 0.2 or 20% chance... that's twice as easy to hit! That seems more in line with what we could expect, and of course it still doesn't alter the defense chances if the vehicle is fortified, since a stationary target is much easier to hit.
--- In conclusion, we need a ruling from Steve to be sure, since his presentation of the rules are... vague, to say the least. I think it safe to assume that:
(Base Chance * Terrain Mod * Morale) / 100
OR, if the target is NOT fortified
(Base Chance * Terrain Mod * Morale / 100)*Hit Mod
^Determines the "To Hit Chance" for:
To Hit Chance / (Fortification Modifier * Environment Modifier * Terrain Capability Modifier)
^ Which is used to determine the
actual To Hit Chance that the game then uses to determine whether or not your unit is hit...
Oh, and an important note, Aurora has a weird way of representing "chance"; in that a 10% chance
means 10% and a 20% chance
means 20%. That is, if you have 10 Light Vehicles on the attack, you
will have one of them take a hit. Thus if you have 10 Heavy Vehicles on the attack, you
will have two of them take a hit. But, hey, that's what Armor, Hit Points, Penetration, Damage, and Number of Shots is there for, innit?